irrlicht/include/ISceneCollisionManager.h

152 lines
7.3 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
#include "IUnknown.h"
#include "vector3d.h"
#include "triangle3d.h"
#include "position2d.h"
#include "line3d.h"
namespace irr
{
namespace scene
{
class ISceneNode;
class ICameraSceneNode;
class ITriangleSelector;
//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
class ISceneCollisionManager : public virtual IUnknown
{
public:
//! destructor
virtual ~ISceneCollisionManager() {};
//! Finds the collision point of a line and lots of triangles, if there is one.
//! \param ray: Line with witch collisions are tested.
//! \param selector: TriangleSelector containing the triangles. It can
//! be created for example using ISceneManager::createTriangleSelector() or
//! ISceneManager::createTriangleOctTreeSelector().
//! \param outCollisionPoint: If a collision is detected, this will contain the
//! position of the nearest collision.
//! \param outTriangle: If a collision is detected, this will contain the triangle
//! with which the ray collided.
//! \return Returns true if a collision was detected and false if not.
virtual bool getCollisionPoint(const core::line3d<f32>& ray,
ITriangleSelector* selector, core::vector3df& outCollisionPoint,
core::triangle3df& outTriangle) = 0;
//! Collides a moving ellipsoid with a 3d world with gravity and returns
//! the resulting new position of the ellipsoid. This can be used for moving
//! a character in a 3d world: The character will slide at walls and is able
//! to walk up stairs. The method used how to calculate the collision result
//! position is based on the paper "Improved Collision detection and Response"
//! by Kasper Fauerby.
//! \param selector: TriangleSelector containing the triangles of the world.
//! It can be created for example using ISceneManager::createTriangleSelector() or
//! ISceneManager::createTriangleOctTreeSelector().
//! \param ellipsoidPosition: Position of the ellipsoid.
//! \param ellipsoidRadius: Radius of the ellipsoid.
//! \param ellipsoidDirectionAndSpeed: Direction and speed of
//! the movement of the ellipsoid.
//! \param triout: Optional parameter where the last triangle causing a
//! collision is stored, if there is a collision.
//! \param outFalling: Is set to true if the ellipsoid is falling down, caused
//! by gravity.
//! \param slidingSpeed: DOCUMENTATION NEEDED.
//! \param gravityDirectionAndSpeed: Direction and force of gravity.
//! \return Returns the new position of the ellipsoid.
virtual core::vector3df getCollisionResultPosition(
ITriangleSelector* selector,
const core::vector3df &ellipsoidPosition,
const core::vector3df& ellipsoidRadius,
const core::vector3df& ellipsoidDirectionAndSpeed,
core::triangle3df& triout,
bool& outFalling,
f32 slidingSpeed = 0.0005f,
const core::vector3df& gravityDirectionAndSpeed
= core::vector3df(0.0f, 0.0f, 0.0f)) = 0;
//! Returns a 3d ray which would go through the 2d screen coodinates.
//! \param pos: Screen coordinates in pixels.
//! \param camera: Camera from which the ray starts. If null, the
//! active camera is used.
//! \return Returns a ray starting from the position of the camera
//! and ending at a length of the far value of the camera at a position
//! which would be behind the 2d screen coodinates.
virtual core::line3d<f32> getRayFromScreenCoordinates(
core::position2d<s32> pos, ICameraSceneNode* camera = 0) = 0;
//! Calculates 2d screen position from a 3d position.
//! \param pos: 3D position in world space to be transformed into
//! 2d.
//! \param camera: Camera to be used. If null, the currently active
//! camera is used.
//! \return Returns the 2d screen coordinates which a object in the
//! 3d world would have if it would be rendered to the screen. If the
//! 3d position is behind the camera, it is set to (-10000,-10000). In
//! most cases you can ignore this fact, because if you use this method
//! for drawing a decorator over a 3d object, it will be clipped by the
//! screen borders.
virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
core::vector3df pos, ICameraSceneNode* camera=0) = 0;
//! Returns the scene node, which is currently visible under the overgiven
//! screencoordinates, viewed from the currently active camera. The collision
//! tests are done using a bounding box for each scene node.
//! \param pos: Position in pixel screen coordinates, under which the returned
//! scene node will be.
//! \param idBitMask: Only scene nodes with an id with bits set like in this mask
//! will be tested. If the BitMask is 0, this feature is disabled.
//! \param bNoDebugObjects: Doesn't take debug objects into account when true. These
// are scene nodes with IsDebugObject() = true.
//! \return Returns the visible scene node under screen coordinates with matching
//! bits in its id. If there is no scene node under this position, 0 is returned.
virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(core::position2d<s32> pos,
s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
//! Returns the nearest scene node which collides with a 3d ray and
//! which id matches a bitmask. The collision tests are done using a bounding
//! box for each scene node.
//! \param ray: Line with witch collisions are tested.
//! \param idBitMask: Only scene nodes with an id with bits set like in this mask
//! will be tested. If the BitMask is 0, this feature is disabled.
//! \param bNoDebugObjects: Doesn't take debug objects into account when true. These
// are scene nodes with IsDebugObject() = true.
//! \return Returns the scene node nearest to ray.start, which collides with the
//! ray and matches the idBitMask, if the mask is not null. If no scene
//! node is found, 0 is returned.
virtual ISceneNode* getSceneNodeFromRayBB(core::line3d<f32> ray,
s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
//! Returns the scene node, at which the overgiven camera is looking at and
//! which id matches the bitmask. A ray is simply casted from the position
//! of the camera to the view target position, and all scene nodes are tested
//! against this ray. The collision tests are done using a bounding
//! box for each scene node.
//! \param camera: Camera from which the ray is casted.
//! \param idBitMask: Only scene nodes with an id with bits set like in this mask
//! will be tested. If the BitMask is 0, this feature is disabled.
//! \param bNoDebugObjects: Doesn't take debug objects into account when true. These
// are scene nodes with IsDebugObject() = true.
//! \return Returns the scene node nearest to the camera, which collides with the
//! ray and matches the idBitMask, if the mask is not null. If no scene
//! node is found, 0 is returned.
virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera,
s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
};
} // end namespace scene
} // end namespace irr
#endif