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diff --git a/libraries/irrlicht-1.8/include/ISceneCollisionManager.h b/libraries/irrlicht-1.8/include/ISceneCollisionManager.h
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+++ b/libraries/irrlicht-1.8/include/ISceneCollisionManager.h
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt 1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine". 2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h 3// For conditions of distribution and use, see copyright notice in irrlicht.h
4 4
5#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__ 5#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
6#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__ 6#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
7 7
8#include "IReferenceCounted.h" 8#include "IReferenceCounted.h"
9#include "vector3d.h" 9#include "vector3d.h"
10#include "triangle3d.h" 10#include "triangle3d.h"
11#include "position2d.h" 11#include "position2d.h"
12#include "line3d.h" 12#include "line3d.h"
13 13
14namespace irr 14namespace irr
15{ 15{
16 16
17namespace scene 17namespace scene
18{ 18{
19 class ISceneNode; 19 class ISceneNode;
20 class ICameraSceneNode; 20 class ICameraSceneNode;
21 class ITriangleSelector; 21 class ITriangleSelector;
22 22
23 //! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. 23 //! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
24 class ISceneCollisionManager : public virtual IReferenceCounted 24 class ISceneCollisionManager : public virtual IReferenceCounted
25 { 25 {
26 public: 26 public:
27 27
28 //! Finds the nearest collision point of a line and lots of triangles, if there is one. 28 //! Finds the nearest collision point of a line and lots of triangles, if there is one.
29 /** \param ray: Line with which collisions are tested. 29 /** \param ray: Line with which collisions are tested.
30 \param selector: TriangleSelector containing the triangles. It 30 \param selector: TriangleSelector containing the triangles. It
31 can be created for example using 31 can be created for example using
32 ISceneManager::createTriangleSelector() or 32 ISceneManager::createTriangleSelector() or
33 ISceneManager::createTriangleOctreeSelector(). 33 ISceneManager::createTriangleOctreeSelector().
34 \param outCollisionPoint: If a collision is detected, this will 34 \param outCollisionPoint: If a collision is detected, this will
35 contain the position of the nearest collision to the line-start. 35 contain the position of the nearest collision to the line-start.
36 \param outTriangle: If a collision is detected, this will 36 \param outTriangle: If a collision is detected, this will
37 contain the triangle with which the ray collided. 37 contain the triangle with which the ray collided.
38 \param outNode: If a collision is detected, this will contain 38 \param outNode: If a collision is detected, this will contain
39 the scene node associated with the triangle that was hit. 39 the scene node associated with the triangle that was hit.
40 \return True if a collision was detected and false if not. */ 40 \return True if a collision was detected and false if not. */
41 virtual bool getCollisionPoint(const core::line3d<f32>& ray, 41 virtual bool getCollisionPoint(const core::line3d<f32>& ray,
42 ITriangleSelector* selector, core::vector3df& outCollisionPoint, 42 ITriangleSelector* selector, core::vector3df& outCollisionPoint,
43 core::triangle3df& outTriangle, ISceneNode*& outNode) =0; 43 core::triangle3df& outTriangle, ISceneNode*& outNode) =0;
44 44
45 //! Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid. 45 //! Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid.
46 /** This can be used for moving a character in a 3d world: The 46 /** This can be used for moving a character in a 3d world: The
47 character will slide at walls and is able to walk up stairs. 47 character will slide at walls and is able to walk up stairs.
48 The method used how to calculate the collision result position 48 The method used how to calculate the collision result position
49 is based on the paper "Improved Collision detection and 49 is based on the paper "Improved Collision detection and
50 Response" by Kasper Fauerby. 50 Response" by Kasper Fauerby.
51 \param selector: TriangleSelector containing the triangles of 51 \param selector: TriangleSelector containing the triangles of
52 the world. It can be created for example using 52 the world. It can be created for example using
53 ISceneManager::createTriangleSelector() or 53 ISceneManager::createTriangleSelector() or
54 ISceneManager::createTriangleOctreeSelector(). 54 ISceneManager::createTriangleOctreeSelector().
55 \param ellipsoidPosition: Position of the ellipsoid. 55 \param ellipsoidPosition: Position of the ellipsoid.
56 \param ellipsoidRadius: Radius of the ellipsoid. 56 \param ellipsoidRadius: Radius of the ellipsoid.
57 \param ellipsoidDirectionAndSpeed: Direction and speed of the 57 \param ellipsoidDirectionAndSpeed: Direction and speed of the
58 movement of the ellipsoid. 58 movement of the ellipsoid.
59 \param triout: Optional parameter where the last triangle 59 \param triout: Optional parameter where the last triangle
60 causing a collision is stored, if there is a collision. 60 causing a collision is stored, if there is a collision.
61 \param hitPosition: Return value for the position of the collision 61 \param hitPosition: Return value for the position of the collision
62 \param outFalling: Is set to true if the ellipsoid is falling 62 \param outFalling: Is set to true if the ellipsoid is falling
63 down, caused by gravity. 63 down, caused by gravity.
64 \param outNode: the node with which the ellipoid collided (if any) 64 \param outNode: the node with which the ellipoid collided (if any)
65 \param slidingSpeed: DOCUMENTATION NEEDED. 65 \param slidingSpeed: DOCUMENTATION NEEDED.
66 \param gravityDirectionAndSpeed: Direction and force of gravity. 66 \param gravityDirectionAndSpeed: Direction and force of gravity.
67 \return New position of the ellipsoid. */ 67 \return New position of the ellipsoid. */
68 virtual core::vector3df getCollisionResultPosition( 68 virtual core::vector3df getCollisionResultPosition(
69 ITriangleSelector* selector, 69 ITriangleSelector* selector,
70 const core::vector3df &ellipsoidPosition, 70 const core::vector3df &ellipsoidPosition,
71 const core::vector3df& ellipsoidRadius, 71 const core::vector3df& ellipsoidRadius,
72 const core::vector3df& ellipsoidDirectionAndSpeed, 72 const core::vector3df& ellipsoidDirectionAndSpeed,
73 core::triangle3df& triout, 73 core::triangle3df& triout,
74 core::vector3df& hitPosition, 74 core::vector3df& hitPosition,
75 bool& outFalling, 75 bool& outFalling,
76 ISceneNode*& outNode, 76 ISceneNode*& outNode,
77 f32 slidingSpeed = 0.0005f, 77 f32 slidingSpeed = 0.0005f,
78 const core::vector3df& gravityDirectionAndSpeed 78 const core::vector3df& gravityDirectionAndSpeed
79 = core::vector3df(0.0f, 0.0f, 0.0f)) = 0; 79 = core::vector3df(0.0f, 0.0f, 0.0f)) = 0;
80 80
81 //! Returns a 3d ray which would go through the 2d screen coodinates. 81 //! Returns a 3d ray which would go through the 2d screen coodinates.
82 /** \param pos: Screen coordinates in pixels. 82 /** \param pos: Screen coordinates in pixels.
83 \param camera: Camera from which the ray starts. If null, the 83 \param camera: Camera from which the ray starts. If null, the
84 active camera is used. 84 active camera is used.
85 \return Ray starting from the position of the camera and ending 85 \return Ray starting from the position of the camera and ending
86 at a length of the far value of the camera at a position which 86 at a length of the far value of the camera at a position which
87 would be behind the 2d screen coodinates. */ 87 would be behind the 2d screen coodinates. */
88 virtual core::line3d<f32> getRayFromScreenCoordinates( 88 virtual core::line3d<f32> getRayFromScreenCoordinates(
89 const core::position2d<s32>& pos, ICameraSceneNode* camera = 0) = 0; 89 const core::position2d<s32>& pos, ICameraSceneNode* camera = 0) = 0;
90 90
91 //! Calculates 2d screen position from a 3d position. 91 //! Calculates 2d screen position from a 3d position.
92 /** \param pos: 3D position in world space to be transformed 92 /** \param pos: 3D position in world space to be transformed
93 into 2d. 93 into 2d.
94 \param camera: Camera to be used. If null, the currently active 94 \param camera: Camera to be used. If null, the currently active
95 camera is used. 95 camera is used.
96 \param useViewPort: Calculate screen coordinates relative to 96 \param useViewPort: Calculate screen coordinates relative to
97 the current view port. Please note that unless the driver does 97 the current view port. Please note that unless the driver does
98 not take care of the view port, it is usually best to get the 98 not take care of the view port, it is usually best to get the
99 result in absolute screen coordinates (flag=false). 99 result in absolute screen coordinates (flag=false).
100 \return 2d screen coordinates which a object in the 3d world 100 \return 2d screen coordinates which a object in the 3d world
101 would have if it would be rendered to the screen. If the 3d 101 would have if it would be rendered to the screen. If the 3d
102 position is behind the camera, it is set to (-1000,-1000). In 102 position is behind the camera, it is set to (-1000,-1000). In
103 most cases you can ignore this fact, because if you use this 103 most cases you can ignore this fact, because if you use this
104 method for drawing a decorator over a 3d object, it will be 104 method for drawing a decorator over a 3d object, it will be
105 clipped by the screen borders. */ 105 clipped by the screen borders. */
106 virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition( 106 virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
107 const core::vector3df& pos, ICameraSceneNode* camera=0, bool useViewPort=false) = 0; 107 const core::vector3df& pos, ICameraSceneNode* camera=0, bool useViewPort=false) = 0;
108 108
109 //! Gets the scene node, which is currently visible under the given screencoordinates, viewed from the currently active camera. 109 //! Gets the scene node, which is currently visible under the given screencoordinates, viewed from the currently active camera.
110 /** The collision tests are done using a bounding box for each 110 /** The collision tests are done using a bounding box for each
111 scene node. You can limit the recursive search so just all children of the specified root are tested. 111 scene node. You can limit the recursive search so just all children of the specified root are tested.
112 \param pos: Position in pixel screen coordinates, under which 112 \param pos: Position in pixel screen coordinates, under which
113 the returned scene node will be. 113 the returned scene node will be.
114 \param idBitMask: Only scene nodes with an id with bits set 114 \param idBitMask: Only scene nodes with an id with bits set
115 like in this mask will be tested. If the BitMask is 0, this 115 like in this mask will be tested. If the BitMask is 0, this
116 feature is disabled. 116 feature is disabled.
117 Please note that the default node id of -1 will match with 117 Please note that the default node id of -1 will match with
118 every bitmask != 0 118 every bitmask != 0
119 \param bNoDebugObjects: Doesn't take debug objects into account 119 \param bNoDebugObjects: Doesn't take debug objects into account
120 when true. These are scene nodes with IsDebugObject() = true. 120 when true. These are scene nodes with IsDebugObject() = true.
121 \param root If different from 0, the search is limited to the children of this node. 121 \param root If different from 0, the search is limited to the children of this node.
122 \return Visible scene node under screen coordinates with 122 \return Visible scene node under screen coordinates with
123 matching bits in its id. If there is no scene node under this 123 matching bits in its id. If there is no scene node under this
124 position, 0 is returned. */ 124 position, 0 is returned. */
125 virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos, 125 virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
126 s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0; 126 s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
127 127
128 //! Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask. 128 //! Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask.
129 /** The collision tests are done using a bounding box for each 129 /** The collision tests are done using a bounding box for each
130 scene node. The recursive search can be limited be specifying a scene node. 130 scene node. The recursive search can be limited be specifying a scene node.
131 \param ray Line with which collisions are tested. 131 \param ray Line with which collisions are tested.
132 \param idBitMask Only scene nodes with an id which matches at 132 \param idBitMask Only scene nodes with an id which matches at
133 least one of the bits contained in this mask will be tested. 133 least one of the bits contained in this mask will be tested.
134 However, if this parameter is 0, then all nodes are checked. 134 However, if this parameter is 0, then all nodes are checked.
135 \param bNoDebugObjects: Doesn't take debug objects into account when true. These 135 \param bNoDebugObjects: Doesn't take debug objects into account when true. These
136 are scene nodes with IsDebugObject() = true. 136 are scene nodes with IsDebugObject() = true.
137 \param root If different from 0, the search is limited to the children of this node. 137 \param root If different from 0, the search is limited to the children of this node.
138 \return Scene node nearest to ray.start, which collides with 138 \return Scene node nearest to ray.start, which collides with
139 the ray and matches the idBitMask, if the mask is not null. If 139 the ray and matches the idBitMask, if the mask is not null. If
140 no scene node is found, 0 is returned. */ 140 no scene node is found, 0 is returned. */
141 virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray, 141 virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
142 s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0; 142 s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
143 143
144 //! Get the scene node, which the given camera is looking at and whose id matches the bitmask. 144 //! Get the scene node, which the given camera is looking at and whose id matches the bitmask.
145 /** A ray is simply casted from the position of the camera to 145 /** A ray is simply casted from the position of the camera to
146 the view target position, and all scene nodes are tested 146 the view target position, and all scene nodes are tested
147 against this ray. The collision tests are done using a bounding 147 against this ray. The collision tests are done using a bounding
148 box for each scene node. 148 box for each scene node.
149 \param camera: Camera from which the ray is casted. 149 \param camera: Camera from which the ray is casted.
150 \param idBitMask: Only scene nodes with an id which matches at least one of the 150 \param idBitMask: Only scene nodes with an id which matches at least one of the
151 bits contained in this mask will be tested. However, if this parameter is 0, then 151 bits contained in this mask will be tested. However, if this parameter is 0, then
152 all nodes are checked. 152 all nodes are checked.
153 feature is disabled. 153 feature is disabled.
154 Please note that the default node id of -1 will match with 154 Please note that the default node id of -1 will match with
155 every bitmask != 0 155 every bitmask != 0
156 \param bNoDebugObjects: Doesn't take debug objects into account 156 \param bNoDebugObjects: Doesn't take debug objects into account
157 when true. These are scene nodes with IsDebugObject() = true. 157 when true. These are scene nodes with IsDebugObject() = true.
158 \return Scene node nearest to the camera, which collides with 158 \return Scene node nearest to the camera, which collides with
159 the ray and matches the idBitMask, if the mask is not null. If 159 the ray and matches the idBitMask, if the mask is not null. If
160 no scene node is found, 0 is returned. */ 160 no scene node is found, 0 is returned. */
161 virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera, 161 virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera,
162 s32 idBitMask=0, bool bNoDebugObjects = false) = 0; 162 s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
163 163
164 //! Perform a ray/box and ray/triangle collision check on a heirarchy of scene nodes. 164 //! Perform a ray/box and ray/triangle collision check on a heirarchy of scene nodes.
165 /** This checks all scene nodes under the specified one, first by ray/bounding 165 /** This checks all scene nodes under the specified one, first by ray/bounding
166 box, and then by accurate ray/triangle collision, finding the nearest collision, 166 box, and then by accurate ray/triangle collision, finding the nearest collision,
167 and the scene node containg it. It returns the node hit, and (via output 167 and the scene node containg it. It returns the node hit, and (via output
168 parameters) the position of the collision, and the triangle that was hit. 168 parameters) the position of the collision, and the triangle that was hit.
169 169
170 All scene nodes in the hierarchy tree under the specified node are checked. Only 170 All scene nodes in the hierarchy tree under the specified node are checked. Only
171 nodes that are visible, with an ID that matches at least one bit in the supplied 171 nodes that are visible, with an ID that matches at least one bit in the supplied
172 bitmask, and which have a triangle selector are considered as candidates for being hit. 172 bitmask, and which have a triangle selector are considered as candidates for being hit.
173 You do not have to build a meta triangle selector; the individual triangle selectors 173 You do not have to build a meta triangle selector; the individual triangle selectors
174 of each candidate scene node are used automatically. 174 of each candidate scene node are used automatically.
175 175
176 \param ray: Line with which collisions are tested. 176 \param ray: Line with which collisions are tested.
177 \param outCollisionPoint: If a collision is detected, this will contain the 177 \param outCollisionPoint: If a collision is detected, this will contain the
178 position of the nearest collision. 178 position of the nearest collision.
179 \param outTriangle: If a collision is detected, this will contain the triangle 179 \param outTriangle: If a collision is detected, this will contain the triangle
180 with which the ray collided. 180 with which the ray collided.
181 \param idBitMask: Only scene nodes with an id which matches at least one of the 181 \param idBitMask: Only scene nodes with an id which matches at least one of the
182 bits contained in this mask will be tested. However, if this parameter is 0, then 182 bits contained in this mask will be tested. However, if this parameter is 0, then
183 all nodes are checked. 183 all nodes are checked.
184 \param collisionRootNode: the scene node at which to begin checking. Only this 184 \param collisionRootNode: the scene node at which to begin checking. Only this
185 node and its children will be checked. If you want to check the entire scene, 185 node and its children will be checked. If you want to check the entire scene,
186 pass 0, and the root scene node will be used (this is the default). 186 pass 0, and the root scene node will be used (this is the default).
187 \param noDebugObjects: when true, debug objects are not considered viable targets. 187 \param noDebugObjects: when true, debug objects are not considered viable targets.
188 Debug objects are scene nodes with IsDebugObject() = true. 188 Debug objects are scene nodes with IsDebugObject() = true.
189 \return Returns the scene node containing the hit triangle nearest to ray.start. 189 \return Returns the scene node containing the hit triangle nearest to ray.start.
190 If no collision is detected, then 0 is returned. */ 190 If no collision is detected, then 0 is returned. */
191 virtual ISceneNode* getSceneNodeAndCollisionPointFromRay( 191 virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
192 core::line3df ray, 192 core::line3df ray,
193 core::vector3df & outCollisionPoint, 193 core::vector3df & outCollisionPoint,
194 core::triangle3df & outTriangle, 194 core::triangle3df & outTriangle,
195 s32 idBitMask = 0, 195 s32 idBitMask = 0,
196 ISceneNode * collisionRootNode = 0, 196 ISceneNode * collisionRootNode = 0,
197 bool noDebugObjects = false) = 0; 197 bool noDebugObjects = false) = 0;
198 }; 198 };
199 199
200 200
201} // end namespace scene 201} // end namespace scene
202} // end namespace irr 202} // end namespace irr
203 203
204#endif 204#endif
205 205