stk-code_catmod/lib/irrlicht/source/Irrlicht/CSceneCollisionManager.h
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

159 lines
5.4 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
#define __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
#include "ISceneCollisionManager.h"
#include "ISceneManager.h"
#include "IVideoDriver.h"
namespace irr
{
namespace scene
{
//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
class CSceneCollisionManager : public ISceneCollisionManager
{
public:
//! constructor
CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver);
//! destructor
virtual ~CSceneCollisionManager();
//! Returns the scene node, which is currently visible at the given
//! screen coordinates, viewed from the currently active camera.
virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0);
//! Returns the nearest scene node which collides with a 3d ray and
//! whose id matches a bitmask.
virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
s32 idBitMask=0, bool bNoDebugObjects=false,
ISceneNode* root=0);
//! Returns the scene node, at which the overgiven camera is looking at and
//! which id matches the bitmask.
virtual ISceneNode* getSceneNodeFromCameraBB(ICameraSceneNode* camera,
s32 idBitMask=0, bool bNoDebugObjects = false);
//! Finds the collision point of a line and lots of triangles, if there is one.
virtual bool getCollisionPoint(const core::line3d<f32>& ray,
ITriangleSelector* selector, core::vector3df& outCollisionPoint,
core::triangle3df& outTriangle,
ISceneNode* & outNode);
//! Collides a moving ellipsoid with a 3d world with gravity and returns
//! the resulting 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,
core::vector3df& hitPosition,
bool& outFalling,
ISceneNode*& outNode,
f32 slidingSpeed,
const core::vector3df& gravityDirectionAndSpeed);
//! Returns a 3d ray which would go through the 2d screen coodinates.
virtual core::line3d<f32> getRayFromScreenCoordinates(
const core::position2d<s32> & pos, ICameraSceneNode* camera = 0);
//! Calculates 2d screen position from a 3d position.
virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
const core::vector3df & pos, ICameraSceneNode* camera=0, bool useViewPort=false);
//! Gets the scene node and nearest collision point for a ray based on
//! the nodes' id bitmasks, bounding boxes and triangle selectors.
virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
core::line3df ray,
core::vector3df & outCollisionPoint,
core::triangle3df & outTriangle,
s32 idBitMask = 0,
ISceneNode * collisionRootNode = 0,
bool noDebugObjects = false);
private:
//! recursive method for going through all scene nodes
void getPickedNodeBB(ISceneNode* root, core::line3df& ray, s32 bits,
bool bNoDebugObjects,
f32& outbestdistance, ISceneNode*& outbestnode);
//! recursive method for going through all scene nodes
void getPickedNodeFromBBAndSelector(ISceneNode * root,
core::line3df & ray,
s32 bits,
bool noDebugObjects,
f32 & outBestDistanceSquared,
ISceneNode * & outBestNode,
core::vector3df & outBestCollisionPoint,
core::triangle3df & outBestTriangle);
struct SCollisionData
{
core::vector3df eRadius;
core::vector3df R3Velocity;
core::vector3df R3Position;
core::vector3df velocity;
core::vector3df normalizedVelocity;
core::vector3df basePoint;
bool foundCollision;
f32 nearestDistance;
core::vector3df intersectionPoint;
core::triangle3df intersectionTriangle;
s32 triangleIndex;
s32 triangleHits;
f32 slidingSpeed;
ITriangleSelector* selector;
};
//! Tests the current collision data against an individual triangle.
/**
\param colData: the collision data.
\param triangle: the triangle to test against.
\return true if the triangle is hit (and is the closest hit), false otherwise */
bool testTriangleIntersection(SCollisionData* colData,
const core::triangle3df& triangle);
//! recursive method for doing collision response
core::vector3df collideEllipsoidWithWorld(ITriangleSelector* selector,
const core::vector3df &position,
const core::vector3df& radius, const core::vector3df& velocity,
f32 slidingSpeed,
const core::vector3df& gravity, core::triangle3df& triout,
core::vector3df& hitPosition,
bool& outFalling,
ISceneNode*& outNode);
core::vector3df collideWithWorld(s32 recursionDepth, SCollisionData &colData,
core::vector3df pos, core::vector3df vel);
inline bool getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root);
ISceneManager* SceneManager;
video::IVideoDriver* Driver;
core::array<core::triangle3df> Triangles; // triangle buffer
};
} // end namespace scene
} // end namespace irr
#endif