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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
6#define __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
7
8#include "ISceneNode.h"
9
10namespace irr
11{
12namespace scene
13{
14
15 class ISceneNodeAnimatorCollisionResponse;
16
17 //! Callback interface for catching events of collisions.
18 /** Implement this interface and use
19 ISceneNodeAnimatorCollisionResponse::setCollisionCallback to be able to
20 be notified if a collision has occurred.
21 **/
22 class ICollisionCallback : public virtual IReferenceCounted
23 {
24 public:
25
26 //! Will be called when a collision occurrs.
27 /** See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.
28 \param animator: Collision response animator in which the collision occurred. You can call
29 this animator's methods to find the node, collisionPoint and/or collision triangle.
30 \retval true if the collision was handled in the animator. The animator's target
31 node will *not* be stopped at the collision point, but will instead move fully
32 to the location that triggered the collision check.
33 \retval false if the collision was not handled in the animator. The animator's
34 target node will be moved to the collision position.
35 */
36 virtual bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator) = 0;
37 };
38
39 //! Special scene node animator for doing automatic collision detection and response.
40 /** This scene node animator can be attached to any single scene node
41 and will then prevent it from moving through specified collision geometry
42 (e.g. walls and floors of the) world, as well as having it fall under gravity.
43 This animator provides a simple implementation of first person shooter cameras.
44 Attach it to a camera, and the camera will behave as the player control in a
45 first person shooter game: The camera stops and slides at walls, walks up stairs,
46 falls down if there is no floor under it, and so on.
47
48 The animator will treat any change in the position of its target scene
49 node as movement, including a setPosition(), as movement. If you want to
50 teleport the target scene node manually to a location without it being effected
51 by collision geometry, then call setTargetNode(node) after calling node->setPosition().
52 */
53 class ISceneNodeAnimatorCollisionResponse : public ISceneNodeAnimator
54 {
55 public:
56
57 //! Destructor
58 virtual ~ISceneNodeAnimatorCollisionResponse() {}
59
60 //! Check if the attached scene node is falling.
61 /** Falling means that there is no blocking wall from the scene
62 node in the direction of the gravity. The implementation of
63 this method is very fast, no collision detection is done when
64 invoking it.
65 \return True if the scene node is falling, false if not. */
66 virtual bool isFalling() const = 0;
67
68 //! Sets the radius of the ellipsoid for collision detection and response.
69 /** If you have a scene node, and you are unsure about how big
70 the radius should be, you could use the following code to
71 determine it:
72 \code
73 core::aabbox<f32> box = yourSceneNode->getBoundingBox();
74 core::vector3df radius = box.MaxEdge - box.getCenter();
75 \endcode
76 \param radius: New radius of the ellipsoid. */
77 virtual void setEllipsoidRadius(const core::vector3df& radius) = 0;
78
79 //! Returns the radius of the ellipsoid for collision detection and response.
80 /** \return Radius of the ellipsoid. */
81 virtual core::vector3df getEllipsoidRadius() const = 0;
82
83 //! Sets the gravity of the environment.
84 /** A good example value would be core::vector3df(0,-100.0f,0)
85 for letting gravity affect all object to fall down. For bigger
86 gravity, make increase the length of the vector. You can
87 disable gravity by setting it to core::vector3df(0,0,0);
88 \param gravity: New gravity vector. */
89 virtual void setGravity(const core::vector3df& gravity) = 0;
90
91 //! Get current vector of gravity.
92 //! \return Gravity vector. */
93 virtual core::vector3df getGravity() const = 0;
94
95 //! 'Jump' the animator, by adding a jump speed opposite to its gravity
96 /** \param jumpSpeed The initial speed of the jump; the velocity will be opposite
97 to this animator's gravity vector. */
98 virtual void jump(f32 jumpSpeed) = 0;
99
100 //! Should the Target react on collision ( default = true )
101 virtual void setAnimateTarget ( bool enable ) = 0;
102 virtual bool getAnimateTarget () const = 0;
103
104 //! Set translation of the collision ellipsoid.
105 /** By default, the ellipsoid for collision detection is
106 created around the center of the scene node, which means that
107 the ellipsoid surrounds it completely. If this is not what you
108 want, you may specify a translation for the ellipsoid.
109 \param translation: Translation of the ellipsoid relative
110 to the position of the scene node. */
111 virtual void setEllipsoidTranslation(const core::vector3df &translation) = 0;
112
113 //! Get the translation of the ellipsoid for collision detection.
114 /** See
115 ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation()
116 for more details.
117 \return Translation of the ellipsoid relative to the position
118 of the scene node. */
119 virtual core::vector3df getEllipsoidTranslation() const = 0;
120
121 //! Sets a triangle selector holding all triangles of the world with which the scene node may collide.
122 /** \param newWorld: New triangle selector containing triangles
123 to let the scene node collide with. */
124 virtual void setWorld(ITriangleSelector* newWorld) = 0;
125
126 //! Get the current triangle selector containing all triangles for collision detection.
127 virtual ITriangleSelector* getWorld() const = 0;
128
129 //! Set the single node that this animator will act on.
130 /** \param node The new target node. Setting this will force the animator to update
131 its last target position for the node, allowing setPosition() to teleport
132 the node through collision geometry. */
133 virtual void setTargetNode(ISceneNode * node) = 0;
134
135 //! Gets the single node that this animator is acting on.
136 /** \return The node that this animator is acting on. */
137 virtual ISceneNode* getTargetNode(void) const = 0;
138
139 //! Returns true if a collision occurred during the last animateNode()
140 virtual bool collisionOccurred() const = 0;
141
142 //! Returns the last point of collision.
143 virtual const core::vector3df & getCollisionPoint() const = 0;
144
145 //! Returns the last triangle that caused a collision
146 virtual const core::triangle3df & getCollisionTriangle() const = 0;
147
148 //! Returns the position that the target node will be moved to, unless the collision is consumed in a callback.
149 /**
150 If you have a collision callback registered, and it consumes the collision, then the
151 node will ignore the collision and will not stop at this position. Instead, it will
152 move fully to the position that caused the collision to occur. */
153 virtual const core::vector3df & getCollisionResultPosition(void) const = 0;
154
155 //! Returns the node that was collided with.
156 virtual ISceneNode* getCollisionNode(void) const = 0;
157
158 //! Sets a callback interface which will be called if a collision occurs.
159 /** \param callback: collision callback handler that will be called when a collision
160 occurs. Set this to 0 to disable the callback.
161 */
162 virtual void setCollisionCallback(ICollisionCallback* callback) = 0;
163
164 };
165
166
167} // end namespace scene
168} // end namespace irr
169
170#endif
171