2007-05-20 11:03:49 -07:00
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#ifndef __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#define __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
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2008-05-22 04:51:37 -07:00
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// Copyright (C) 2002-2008 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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#include "ISceneCollisionManager.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.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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//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
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class CSceneCollisionManager : public ISceneCollisionManager
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{
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public:
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//! constructor
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CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver);
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//! destructor
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virtual ~CSceneCollisionManager();
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//! Returns the scene node, which is currently visible under the overgiven
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//! screencoordinates, viewed from the currently active camera.
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virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(core::position2d<s32> pos,
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s32 idBitMask=0, bool bNoDebugObjects = false);
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//! Returns the nearest scene node which collides with a 3d ray and
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//! which id matches a bitmask.
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virtual ISceneNode* getSceneNodeFromRayBB(core::line3d<f32> ray, s32 idBitMask=0,
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bool bNoDebugObjects = false);
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//! Returns the scene node, at which the overgiven camera is looking at and
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//! which id matches the bitmask.
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virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera, s32 idBitMask=0,
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bool bNoDebugObjects = false);
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//! Finds the collision point of a line and lots of triangles, if there is one.
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virtual bool getCollisionPoint(const core::line3d<f32>& ray,
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ITriangleSelector* selector, core::vector3df& outCollisionPoint,
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core::triangle3df& outTriangle);
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//! Collides a moving ellipsoid with a 3d world with gravity and returns
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//! the resulting new position of the ellipsoid.
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virtual core::vector3df getCollisionResultPosition(
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ITriangleSelector* selector,
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const core::vector3df &ellipsoidPosition, const core::vector3df& ellipsoidRadius,
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const core::vector3df& ellipsoidDirectionAndSpeed,
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core::triangle3df& triout,
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core::vector3df& hitPosition,
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bool& outFalling,
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f32 slidingSpeed,
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const core::vector3df& gravityDirectionAndSpeed);
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//! Returns a 3d ray which would go through the 2d screen coodinates.
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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core::position2d<s32> pos, ICameraSceneNode* camera = 0);
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//! Calculates 2d screen position from a 3d position.
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virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
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core::vector3df pos, ICameraSceneNode* camera=0);
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private:
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//! recursive method for going through all scene nodes
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void getPickedNodeBB(ISceneNode* root,
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const core::line3df& ray,
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s32 bits,
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bool bNoDebugObjects,
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f32& outbestdistance,
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ISceneNode*& outbestnode);
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struct SCollisionData
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{
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core::vector3df eRadius;
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core::vector3df R3Velocity;
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core::vector3df R3Position;
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core::vector3df velocity;
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core::vector3df normalizedVelocity;
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core::vector3df basePoint;
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bool foundCollision;
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f32 nearestDistance;
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core::vector3df intersectionPoint;
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core::triangle3df intersectionTriangle;
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s32 triangleHits;
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f32 slidingSpeed;
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ITriangleSelector* selector;
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};
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void testTriangleIntersection(SCollisionData* colData,
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const core::triangle3df& triangle);
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//! recursive method for doing collision response
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core::vector3df collideEllipsoidWithWorld(ITriangleSelector* selector,
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const core::vector3df &position,
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const core::vector3df& radius, const core::vector3df& velocity,
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f32 slidingSpeed,
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const core::vector3df& gravity, core::triangle3df& triout,
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core::vector3df& hitPosition,
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bool& outFalling);
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core::vector3df collideWithWorld(s32 recursionDepth, SCollisionData &colData,
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core::vector3df pos, core::vector3df vel);
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inline bool getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root);
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ISceneManager* SceneManager;
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video::IVideoDriver* Driver;
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core::array<core::triangle3df> Triangles; // triangle buffer
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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