98 lines
3.9 KiB
C++
98 lines
3.9 KiB
C++
// Copyright (C) 2002-2008 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
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modifying it in that way, that it cannot move through walls of the
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world, is influenced by gravity and acceleration. This animator is
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useful for example for first person shooter games. Attach it for
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example to a first person shooter camera, and the camera will behave as
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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
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it, and so on. */
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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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//! 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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//! 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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virtual core::vector3df getEllipsoidTranslation() const = 0;
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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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virtual void setWorld(ITriangleSelector* newWorld) = 0;
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//! Get the current triangle selector containing all triangles for 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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