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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 __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
6#define __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
7
8#include "ISceneCollisionManager.h"
9#include "ISceneManager.h"
10#include "IVideoDriver.h"
11
12namespace irr
13{
14namespace scene
15{
16
17 //! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
18 class CSceneCollisionManager : public ISceneCollisionManager
19 {
20 public:
21
22 //! constructor
23 CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver);
24
25 //! destructor
26 virtual ~CSceneCollisionManager();
27
28 //! Returns the scene node, which is currently visible at the given
29 //! screen coordinates, viewed from the currently active camera.
30 virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
31 s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0);
32
33 //! Returns the nearest scene node which collides with a 3d ray and
34 //! whose id matches a bitmask.
35 virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
36 s32 idBitMask=0, bool bNoDebugObjects=false,
37 ISceneNode* root=0);
38
39 //! Returns the scene node, at which the overgiven camera is looking at and
40 //! which id matches the bitmask.
41 virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera,
42 s32 idBitMask=0, bool bNoDebugObjects = false);
43
44 //! Finds the collision point of a line and lots of triangles, if there is one.
45 virtual bool getCollisionPoint(const core::line3d<f32>& ray,
46 ITriangleSelector* selector, core::vector3df& outCollisionPoint,
47 core::triangle3df& outTriangle,
48 ISceneNode* & outNode);
49
50 //! Collides a moving ellipsoid with a 3d world with gravity and returns
51 //! the resulting new position of the ellipsoid.
52 virtual core::vector3df getCollisionResultPosition(
53 ITriangleSelector* selector,
54 const core::vector3df &ellipsoidPosition,
55 const core::vector3df& ellipsoidRadius,
56 const core::vector3df& ellipsoidDirectionAndSpeed,
57 core::triangle3df& triout,
58 core::vector3df& hitPosition,
59 bool& outFalling,
60 ISceneNode*& outNode,
61 f32 slidingSpeed,
62 const core::vector3df& gravityDirectionAndSpeed);
63
64 //! Returns a 3d ray which would go through the 2d screen coodinates.
65 virtual core::line3d<f32> getRayFromScreenCoordinates(
66 const core::position2d<s32> & pos, ICameraSceneNode* camera = 0);
67
68 //! Calculates 2d screen position from a 3d position.
69 virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
70 const core::vector3df & pos, ICameraSceneNode* camera=0, bool useViewPort=false);
71
72 //! Gets the scene node and nearest collision point for a ray based on
73 //! the nodes' id bitmasks, bounding boxes and triangle selectors.
74 virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
75 core::line3df ray,
76 core::vector3df & outCollisionPoint,
77 core::triangle3df & outTriangle,
78 s32 idBitMask = 0,
79 ISceneNode * collisionRootNode = 0,
80 bool noDebugObjects = false);
81
82
83 private:
84
85 //! recursive method for going through all scene nodes
86 void getPickedNodeBB(ISceneNode* root, core::line3df& ray, s32 bits,
87 bool bNoDebugObjects,
88 f32& outbestdistance, ISceneNode*& outbestnode);
89
90 //! recursive method for going through all scene nodes
91 void getPickedNodeFromBBAndSelector(ISceneNode * root,
92 core::line3df & ray,
93 s32 bits,
94 bool noDebugObjects,
95 f32 & outBestDistanceSquared,
96 ISceneNode * & outBestNode,
97 core::vector3df & outBestCollisionPoint,
98 core::triangle3df & outBestTriangle);
99
100
101 struct SCollisionData
102 {
103 core::vector3df eRadius;
104
105 core::vector3df R3Velocity;
106 core::vector3df R3Position;
107
108 core::vector3df velocity;
109 core::vector3df normalizedVelocity;
110 core::vector3df basePoint;
111
112 bool foundCollision;
113 f32 nearestDistance;
114 core::vector3df intersectionPoint;
115
116 core::triangle3df intersectionTriangle;
117 s32 triangleIndex;
118 s32 triangleHits;
119
120 f32 slidingSpeed;
121
122 ITriangleSelector* selector;
123 };
124
125 //! Tests the current collision data against an individual triangle.
126 /**
127 \param colData: the collision data.
128 \param triangle: the triangle to test against.
129 \return true if the triangle is hit (and is the closest hit), false otherwise */
130 bool testTriangleIntersection(SCollisionData* colData,
131 const core::triangle3df& triangle);
132
133 //! recursive method for doing collision response
134 core::vector3df collideEllipsoidWithWorld(ITriangleSelector* selector,
135 const core::vector3df &position,
136 const core::vector3df& radius, const core::vector3df& velocity,
137 f32 slidingSpeed,
138 const core::vector3df& gravity, core::triangle3df& triout,
139 core::vector3df& hitPosition,
140 bool& outFalling,
141 ISceneNode*& outNode);
142
143 core::vector3df collideWithWorld(s32 recursionDepth, SCollisionData &colData,
144 core::vector3df pos, core::vector3df vel);
145
146 inline bool getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root);
147
148 ISceneManager* SceneManager;
149 video::IVideoDriver* Driver;
150 core::array<core::triangle3df> Triangles; // triangle buffer
151 };
152
153
154} // end namespace scene
155} // end namespace irr
156
157#endif
158