2009-01-14 04:37:51 -08:00
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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2007-05-20 11:03:49 -07:00
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
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#define __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
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#include "ISceneNode.h"
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namespace irr
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{
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namespace scene
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{
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2009-01-20 11:10:46 -08:00
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class ISceneNodeAnimatorCollisionResponse;
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//! Callback interface for catching events of collisions.
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/** Implement this interface and use
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ISceneNodeAnimatorCollisionResponse::setCollisionCallback to be able to
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be notified if a collision has occurred.
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**/
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class ICollisionCallback : public virtual IReferenceCounted
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{
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public:
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//! Will be called when a collision occurrs.
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/** See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.
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\param animator: Collision response animator in which the collision occurred. You can call
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this animator's methods to find the node, collisionPoint and/or collision triangle.
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\retval true if the collision was handled in the animator. The animator's target
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node will *not* be stopped at the collision point, but will instead move fully
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to the location that triggered the collision check.
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\retval false if the collision was not handled in the animator. The animator's
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target node will be moved to the collision position.
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*/
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virtual bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator) = 0;
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};
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2007-05-20 11:03:49 -07:00
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//! Special scene node animator for doing automatic collision detection and response.
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/** This scene node animator can be attached to any single scene node
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and will then prevent it from moving through specified collision geometry
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(e.g. walls and floors of the) world, as well as having it fall under gravity.
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This animator provides a simple implementation of first person shooter cameras.
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Attach it to a camera, and the camera will behave as the player control in a
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first person shooter game: The camera stops and slides at walls, walks up stairs,
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falls down if there is no floor under it, and so on.
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The animator will treat any change in the position of its target scene
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node as movement, including a setPosition(), as movement. If you want to
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teleport the target scene node manually to a location without it being effected
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by collision geometry, then call setTargetNode(node) after calling node->setPosition().
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*/
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class ISceneNodeAnimatorCollisionResponse : public ISceneNodeAnimator
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{
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public:
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2008-05-22 04:51:37 -07:00
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//! Destructor
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virtual ~ISceneNodeAnimatorCollisionResponse() {}
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//! Check if the attached scene node is falling.
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/** Falling means that there is no blocking wall from the scene
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node in the direction of the gravity. The implementation of
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this method is very fast, no collision detection is done when
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invoking it.
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\return True if the scene node is falling, false if not. */
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virtual bool isFalling() const = 0;
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//! Sets the radius of the ellipsoid for collision detection and response.
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/** If you have a scene node, and you are unsure about how big
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the radius should be, you could use the following code to
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determine it:
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\code
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core::aabbox<f32> box = yourSceneNode->getBoundingBox();
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core::vector3df radius = box.MaxEdge - box.getCenter();
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\endcode
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\param radius: New radius of the ellipsoid. */
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virtual void setEllipsoidRadius(const core::vector3df& radius) = 0;
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//! Returns the radius of the ellipsoid for collision detection and response.
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/** \return Radius of the ellipsoid. */
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virtual core::vector3df getEllipsoidRadius() const = 0;
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//! Sets the gravity of the environment.
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/** A good example value would be core::vector3df(0,-100.0f,0)
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for letting gravity affect all object to fall down. For bigger
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gravity, make increase the length of the vector. You can
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disable gravity by setting it to core::vector3df(0,0,0);
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\param gravity: New gravity vector. */
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virtual void setGravity(const core::vector3df& gravity) = 0;
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//! Get current vector of gravity.
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//! \return Gravity vector. */
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virtual core::vector3df getGravity() const = 0;
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2008-11-22 15:41:11 -08:00
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//! 'Jump' the animator, by adding a jump speed opposite to its gravity
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/** \param jumpSpeed The initial speed of the jump; the velocity will be opposite
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to this animator's gravity vector. */
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virtual void jump(f32 jumpSpeed) = 0;
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Changes in version 1.6, TA
- FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!!
The FileSystem is know build internally like for e.q the texture-, and the meshloaders.
There exists a known list of ArchiveLoader, which know how to produce a Archive.
The Loaders and the Archive can be attached/detached on runtime.
The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar
with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off)
I replaced all (const c8* filename) to string references.
Basically the FileSystem is divided into two regions. Native and Virtual.
Native means using the backend OS.
Virtual means only use currently attach IArchives.
Browsing
each FileSystem has it's own workdirectory and it's own methods to
- create a FileTree
- add/remove files & directory ( to be done )
Hint: store a savegame in a zip archive...
basic browsing for all archives is implemented.
Example 21. Quake3Explorer shows this
TODO:
- a file filter should be implemented.
- The IArchive should have a function to create a filetree
for now CFileList is used.
Class Hiarchy:
IArchiveLoader: is able to produce a IFileArchive
- ZipLoader
- PakLoader
- MountPointReader ( formaly known as CUnzipReader )
IFileArchive:
-ZipArchive
-PakArchive
-MountPoint (known as FolderFile)
IFileSystem
- addArchiveLoader
- changed implementation of isALoadableFileExtension in all loaders
to have consistent behavior
- added a parameter to IFileList * createFileList
setFileListSystem
allows to query files in any of the game archives
standard behavior listtype = SYSTEM ( default)
- CLimitReadFile
added multiple file random-access support.
solved problems with mixed compressed & uncompressed files in a zip
TODO:
- Big Big Testing!!
- Linux Version ( minor )
- remove all double loader interfaces where only the filename differs
(IReadFile/const char *filename). This blows up the the interface
- many loaders use their own private filesearching
we should rework this
- there are a lot of helper function ( getAbsolutePath, getFileDir )
which should be adapted to the virtual filesystem
- IrrlichtDevice
added:
virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0;
virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0;
and calculating methods to DeviceStub.
implemented in Win32, TODO: other Devices
- irrlicht.h
changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix
to extern "C" name mangling.
for easier dynamically loading the irrlicht library and different versions
- ParticleSystem
removed the private (old?,wrong?) interface from the ParticleEffectors
to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes
TODO:
please test if the serialization works!
- Generic
- vector3d<T>& normalize()
#if 0
f32 length = (f32)(X*X + Y*Y + Z*Z);
if (core::equals(length, 0.f))
return *this;
length = core::reciprocal_squareroot ( (f32)length );
#else
const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) );
#endif
Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-)
added reciprocal_squareroot for f64
- dimension2d
added operator dimension2d<T>& operator=(const dimension2d<U>& other)
to cast between different types
- vector2d
bugfix:
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; }
to
vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; }
- C3DMeshLoader renamed chunks const u16 to a enum
removing "variable declared but never used warning"
- added a global const identity Material
changed all references *((video::SMaterial*)0) to point to IdentityMaterial
removed warning: "a NULL reference is not allowed"
- modified IRRLICHT_MATH to not support reciprocal stuff
but to use faster float-to-int conversion.
gcc troubles may they are. i'm using intel-compiler..;-)
- core::matrix4
USE_MATRIX_TEST
i tried to optimize the identity-check ( in means of performance)
i didn't succeed so well, so i made a define for the matrix isIdentity -check
for now it's sometimes faster to always calculate versus identity-check
but if there are a lot of scenenodes/ particles one can profit from the
fast_inverse matrix, when no scaling is used. further approvement could
be done on inverse for just tranlastion! ( many static scenenodes are not rotated,
they are just placed somewhere in the world)
one thing to take in account is that sizeof(matrix) is 64 byte and
with the additional bool/u32 makes it 66 byte which is not really cache-friendly..
- added buildRotateFromTo
Builds a matrix that rotates from one vector to another
- irr::array. changed allocating routine in push_back
okt, 2008. it's only allowed to alloc one element, if
default constructor has to be called.
removes existing crashes. ( MD3 Mesh ) and possible others ones.
A new list template should be made.
one with constructor/destructor calls ( safe_array ) and
one without. like the array since the beginning of irrlicht.
currently the array/string is extremly slow..
also a hint for the user has to be done, so that a struct T of
array<T> must have a copy constructor of type T ( const T&other ).
i needed hours to track that down...
added a new method setAllocStrategy,
safe ( used + 1 ), double ( used * 2 + 1)
better default strategies will be implemented
- removed binary_search_const
i added it quite a long time ago, but it doesnt make real sense
a call to a sort method should happen always. i just wanted to safe
a few cycles..
- added binary_search_multi
searches for a multi-set ( more than 1 entry in the sorted array)
returns start and end-index
- changed some identity matrix settings to use core::IdentityMatrix
- added deletePathFromFilename to generic string functions in coreutil.h and
removed from CZipReader and CPakReader
- s32 deserializeAttributes used instead of virtual void deserializeAttributes in
ParticleSystem ( wrong virtual was used)
- strings & Locale
- started to add locale support
- added verify to string
- added some helper functions
- XBOX
i have access to a XBOX development machine now. I started to compile
for the XBOX. Question: Who did the previous implementation?. There
is no XBOX-Device inhere. maybe it's forbidden because of using the offical
Microsoft XDK. I will implement a native or sdl device based on opendk.
irrlicht compiles without errors on the xbox but can't be used.
TODO:
- native XBOX Device
- Windows Mobile
reworked a little. added the mobile example to the windows solution for
cross development.
added maximal 128x128 texture size for windows mobile ( memory issues )
- Collision Speed Up
The Collision Speed Up greatly improves with many small static child-nodes
- added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate
- modified createOctTreeTriangleSelector and createTriangleSelector
to allow node == 0, to be added to a meta selector
- CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS
on first update:
Problem. you start setting the map. (setWorld). First update cames 4000 ms later.
The Animator applies the missing force... big problem...
changed to react on first update like camera.
- add Variable FirstUpdate. if set to true ( on all changes )
then position, lasttime, and falling are initialized
-added #define OCTTREE_USE_HARDWARE in Octree.h
if defined octtree uses internally a derived scene::MeshBuffer which has
the possibility to use the Hardware Vertex Buffer for static vertices and
dirty indices;-)
if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer
so it's not just a replacement inside the octree. It also in the OctTreeSceneNode.
#if defined (OCTTREE_USE_HARDWARE)
driver->drawMeshBuffer ( &LightMapMeshes[i] );
#else
driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(),
d[i].Indices, d[i].CurrentSize / 3);
#endif
#define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside
- virtual void ISceneNode::updateAbsolutePosition()
- changed
inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const
all two matrices have to be checked by isIdentity()
to let the isIdentity work always
-changed inline bool CMatrix4<T>::isIdentity() const
on full identityCheck->
to look first on Translation, because this is the most challenging element
which will likely not to be identity..
- virtual core::matrix4 getRelativeTransformation() const
Hiarchy on Identity-Check
1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity
2) ->isIdentity () -> 16 floating point checks to be passed as Identity
- inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
added isIdentity() check
- changed CSceneNodeAnimatorCollisionResponse
- added CSceneNodeAnimatorCollisionResponse::setGravity
needed to set the differents Forces for the Animator. for eq. water..
- added CSceneNodeAnimatorCollisionResponse::setAnimateTarget
- added CSceneNodeAnimatorCollisionResponse::getAnimateTarget
- changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate
- changad Gravity to
- TODO: set Gravity to Physically frame independent values..
current response uses an frame depdended acceleration vector.
~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03
may effect existing application..
- SceneNodes
- CSkyDomeSceneNode
moved radius ( default 1000 ) to constructor
added Normals
added DebugInfo
added Material.ZBuffer, added SceneMaanager
- CVolumeLightSceneNode:
changed default blending OneTextureBlendgl_src_color gl_src_alpha to
EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one )
which gives the same effect on non-transparent-materials.
Following the unspoken guide-line, lowest effect as default
- added LensFlareSceneNode (from forum user gammaray, modified to work )
showing in example special fx
- changed SceneNode Skydome f64 to f32,
- AnimatedMesh
-Debug Data:
mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order)
- Camera SceneNode setPosition
Camera now finally allow to change position and target and updates all
effected animators..
a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the
camera and fr. the collision animator to a new position
- Device:
added the current mousebutton state to the Mouse Event
so i need to get the current mouse state from the OS
-a dded to CIrrDeviceWin32
TODO:
- Linux and SDL Device
- GUI
- CGUIFont:
- added virtual void setInvisibleCharacters( const wchar_t *s ) = 0;
define which characters should not be drawn ( send to driver) by the font.
for example " " would not draw any space which is usually blank in most fonts
and saves rendering of ususally full blank alpha-sprites.
This saves a lot of rendering...
default:
setInvisibleCharacters ( L" " );
- added MultiLine rendering
should avoid to us CStaticText breaking text in future
- CGUIListBox
- changed Scrollbar LargeStepSize to ItemHeight
which easy enables to scroll line by line
- CGUIScrollBar
bug:
Create a Window and inside a listbox with a scrollbar or
a windowed irrlicht application
Click & hold Scrollbar Slider. move outside it's region.
Release Mouse. Go Back to Scrollbar.. it's moving always...
it's generally missing the event PRESSED_MOVED, which
leads to problem when an element is dragging, has a focus, or position loose
and gets focus back again. ( think of a drunken mouse sliding left&right during tracking )
so added the mouse Input Buttonstates on every mouse event
IrrDeviceWin32:
added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON );
TODO:
Linux & SDL
so now i can do this
case irr::EMIE_MOUSE_MOVED:
if ( !event.MouseInput.isLeftPressed () )
{
Dragging = false;
}
- bug:
Scrollbar notifyListBox notify when the scrollbar is clicked.
- changed timed event in draw to OnPostRender
Why the hell is a gui element firing a timed event
in a draw routine!!!!!. This should be corrected for all gui-elements.
- added GUI Image List from Reinhard Ostermeier, modified to work
added GUI Tree View from Reinhard Ostermeier, modified to work
shown in the Quake3MapShader Example
TODO: Spritebanks
- FileOpenDialog
changed the static text for the filename to an edit box.
- changed the interface for addEditBox to match with addStaticText
- changed the interface for addSpinBox to match with addEditBox
- added MouseWheel to Spinbox
- changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker
- CGUISpritebank
removed some crashes with empty Sprite banks
- IGUIScrollBar
added SetMin before min was always 0
changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down
- IComboBox
-added ItemData
- removed IsVisbile check in IGUIElement::draw
- Image Loaders
- added TGA file type 2 ( grayscale uncompressed )
- added TGA file type (1) 8 Bit indexed color uncompressed
ColorConverter:
- added convert_B8G8R8toA8R8G8B8
- added convert_B8G8R8A8toA8R8G8B8
- Media Files
- added missing shaders and textures to map-20kdm2.
Taken from free implementation
- ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero
- impact.wav clip-restoration, trim cross-zero
- added gun.md2, gun.pcx to media-files
copyright issues!. i don't know from where this file came from...
i hope this is not from original quake2..
- added new irrlicht logo irrlicht3.png
i've taken the new layout. i should ask niko to use it.
- added Skydome picture to media files (skydome2.jpg) half/sphere
- OctTree
-added
#define OCTTREE_PARENTTEST ( default: disabled )
used to leave-out children test if the parent passed a complete frustum.
plus: leaves out children test
minus: all edges have to be checked
- added MesBuffer Hardware Hint Vertex to octtree
- CQuake3ShaderSceneNode:
- removed function releaseMesh
Shader doesn't copy the original mesh anymore ( saving memory )
so therefore this (for others often misleading ) function was removed
- changed constructor to take a (shared) destination meshbuffer for rendering
reducing vertex-memory to a half
- don't copy the original vertices anymore
- added deformvertexes autosprite
- added deformvertexes move
- added support for RTCW and Raven BSPs ( qmap2 )
- added polygonoffset (TODO: not perfect)
- added added nomipmaps
- added rgbgen const
- added alphagen
- added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices
- added Quake3Explorer examples
- added wave noise
- added tcmod transform
- added whiteimage
- added collision to Quake3Explorer
- renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo )
- updated quake3:blendfunc
- added crouch to Quake3Explorer
(modifying the ellipsiodRadius of the camera animator )
added crouch to CSceneNodeAnimatorCameraFPS
still problems with stand up and collision
- Quake3MapLoader
modified memory allocation for faster loading
- Quake3LoadParam
added Parameter to the Mesh-Loader
- added
The still existing missing caulking of curved surfaces.
using round in the coordinates doesn't solve the problem.
but for the demo bsp mesh it solves the problem... (luck)
so for now it's switchable.
TJUNCTION_SOLVER_ROUND
default:off
- BurningVideo
- pushed BurningsVideo to 0.40
- added blendfunc gl_one_minus_dst_alpha gl_one
- added blendfunc gl_dst_color gl_zero
- added blendfunc gl_dst_color src_alpha
- modified AlphaChannel_Ref renderer to support alpha test lessequal
- addded 32 Bit Index Buffer
- added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash )
- added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2
Burning checks this flag and when set, it bypasses the power2 size check,
which is necessary on 3D but can be avoided on 2D.
used on fonts automatically.
- added Support for Destination Alpha
- OpenGL
- Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!!
MaxTextureSize=static_cast<u32>(num);
- TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected
- Direct3D8
- compile and links again
- added 32 Bit Index Buffer
- D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think.
- compile for XBOX
- Direc3D9
- fixed crash on RTT Textures DepthBuffer freed twice.
added deleteAllTextures to destuctor
- NullDriver
- removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
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//! Should the Target react on collision ( default = true )
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virtual void setAnimateTarget ( bool enable ) = 0;
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virtual bool getAnimateTarget () const = 0;
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//! Set translation of the collision ellipsoid.
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/** By default, the ellipsoid for collision detection is
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created around the center of the scene node, which means that
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the ellipsoid surrounds it completely. If this is not what you
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want, you may specify a translation for the ellipsoid.
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\param translation: Translation of the ellipsoid relative
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to the position of the scene node. */
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virtual void setEllipsoidTranslation(const core::vector3df &translation) = 0;
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//! Get the translation of the ellipsoid for collision detection.
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/** See
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ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation()
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for more details.
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\return Translation of the ellipsoid relative to the position
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of the scene node. */
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2007-05-20 11:03:49 -07:00
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virtual core::vector3df getEllipsoidTranslation() const = 0;
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2008-05-22 04:51:37 -07:00
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//! Sets a triangle selector holding all triangles of the world with which the scene node may collide.
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/** \param newWorld: New triangle selector containing triangles
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to let the scene node collide with. */
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2007-05-20 11:03:49 -07:00
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virtual void setWorld(ITriangleSelector* newWorld) = 0;
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2008-05-22 04:51:37 -07:00
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//! Get the current triangle selector containing all triangles for collision detection.
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2007-05-20 11:03:49 -07:00
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virtual ITriangleSelector* getWorld() const = 0;
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2008-12-16 07:07:01 -08:00
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//! Set the single node that this animator will act on.
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/** \param node The new target node. Setting this will force the animator to update
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its last target position for the node, allowing setPosition() to teleport
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the node through collision geometry. */
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virtual void setTargetNode(ISceneNode * node) = 0;
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//! Gets the single node that this animator is acting on.
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/** \return The node that this animator is acting on. */
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virtual ISceneNode* getTargetNode(void) const = 0;
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2009-01-20 11:10:46 -08:00
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//! Returns true if a collision occurred during the last animateNode()
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virtual bool collisionOccurred() const = 0;
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2009-01-21 00:37:21 -08:00
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//! Returns the last point of collision.
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virtual const core::vector3df & getCollisionPoint() const = 0;
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2009-01-20 11:10:46 -08:00
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//! Returns the last triangle that caused a collision
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2009-01-21 00:37:21 -08:00
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virtual const core::triangle3df & getCollisionTriangle() const = 0;
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2009-01-20 11:10:46 -08:00
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2009-01-22 02:12:46 -08:00
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//! Returns the position that the target node will be moved to, unless the collision is consumed in a callback).
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/**
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If you have a collision callback registered, and it consumes the collision, then the
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node will ignore the collision and will not stop at this position. Instead, it will
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move fully to the position that caused the collision to occur. */
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virtual const core::vector3df & getCollisionResultPosition(void) const = 0;
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2009-01-22 10:24:33 -08:00
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//! Returns the node that was collided with.
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virtual const ISceneNode* getCollisionNode(void) const = 0;
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2009-01-20 11:10:46 -08:00
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//! Sets a callback interface which will be called if a collision occurs.
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2009-01-21 00:37:21 -08:00
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/** \param callback: collision callback handler that will be called when a collision
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2009-01-20 11:10:46 -08:00
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occurs. Set this to 0 to disable the callback.
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*/
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virtual void setCollisionCallback(ICollisionCallback* callback) = 0;
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2007-05-20 11:03:49 -07:00
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};
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2008-08-14 01:55:40 -07:00
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2007-05-20 11:03:49 -07:00
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} // end namespace scene
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} // end namespace irr
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#endif
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