94 lines
4.0 KiB
C++
94 lines
4.0 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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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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//! Special scene node animator for doing automatic collision detection and response.
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/** This scene node animator can be attached to any scene node modifying it in that
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way, that it cannot move through walls of the world, is influenced by gravity and
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acceleration. This animator is useful for example for first person shooter
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games. Attach it for example to a first person shooter camera, and the camera will
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behave as the player control in a first person shooter game: The camera stops and
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slides at walls, walks up stairs, falls down if there is no floor under it, and so on.
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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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//! destructor
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virtual ~ISceneNodeAnimatorCollisionResponse() {}
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//! Returns if the attached scene node is falling, which means that
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//! there is no blocking wall from the scene node in the direction of
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//! the gravity. The implementation of this method is very fast,
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//! no collision detection is done when invoking it.
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//! \return Returns true if the scene node is falling, false if not.
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virtual bool isFalling() = 0;
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//! Sets the radius of the ellipsoid with which collision detection and
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//! response is done. If you have got a scene node, and you are unsure about
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//! how big the radius should be, you could use the following code to determine
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//! 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 with which the collision detection and
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//! response is done.
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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. A good example value would be
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//! core::vector3df(0,-100.0f,0) for letting gravity affect all object to
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//! fall down. For bigger gravity, make increase the length of the vector.
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//! You can 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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//! Returns current vector of gravity.
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//! \return Returns the gravity vector.
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virtual core::vector3df getGravity() const = 0;
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//! By default, the ellipsoid for collision detection is created around
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//! the center of the scene node, which means that the ellipsoid surrounds
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//! it completely. If this is not what you want, you may specify a translation
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//! 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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//! Returns the translation of the ellipsoid for collision detection. See
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//! ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation() for
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//! more details.
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//! \return Returns the tranlation of the ellipsoid relative to the position
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//! of the scene node.
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virtual core::vector3df getEllipsoidTranslation() const = 0;
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//! Sets a triangle selector holding all triangles of the world with which
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//! the scene node may collide.
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//! \param newWorld: New triangle selector containing triangles to let the
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//! scene node collide with.
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virtual void setWorld(ITriangleSelector* newWorld) = 0;
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//! Returns the current triangle selector containing all triangles for
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//! collision detection.
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virtual ITriangleSelector* getWorld() const = 0;
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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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