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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
154 lines
5.3 KiB
C++
154 lines
5.3 KiB
C++
// Copyright (C) 2002-2012 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 __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#define __C_SCENE_COLLISION_MANAGER_H_INCLUDED__
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#include "ISceneCollisionManager.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.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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//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
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class CSceneCollisionManager : public ISceneCollisionManager
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{
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public:
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//! constructor
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CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver);
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//! destructor
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virtual ~CSceneCollisionManager();
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//! Returns the scene node, which is currently visible at the given
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//! screen coordinates, viewed from the currently active camera.
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virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
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s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) _IRR_OVERRIDE_;
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//! Returns the nearest scene node which collides with a 3d ray and
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//! whose id matches a bitmask.
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virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
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s32 idBitMask=0, bool bNoDebugObjects=false,
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ISceneNode* root=0) _IRR_OVERRIDE_;
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//! Returns the scene node, at which the given camera is looking at and
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//! which id matches the bitmask.
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virtual ISceneNode* getSceneNodeFromCameraBB(const ICameraSceneNode* camera,
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s32 idBitMask=0, bool bNoDebugObjects = false) _IRR_OVERRIDE_;
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//! Finds the nearest collision point of a line and lots of triangles, if there is one.
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virtual bool getCollisionPoint(SCollisionHit& hitResult, const core::line3d<f32>& ray,
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ITriangleSelector* selector) _IRR_OVERRIDE_;
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//! Collides a moving ellipsoid with a 3d world with gravity and returns
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//! the resulting new position of the ellipsoid.
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virtual core::vector3df getCollisionResultPosition(
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ITriangleSelector* selector,
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const core::vector3df &ellipsoidPosition,
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const core::vector3df& ellipsoidRadius,
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const core::vector3df& ellipsoidDirectionAndSpeed,
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core::triangle3df& triout,
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core::vector3df& hitPosition,
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bool& outFalling,
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ISceneNode*& outNode,
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f32 slidingSpeed,
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const core::vector3df& gravityDirectionAndSpeed) _IRR_OVERRIDE_;
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32> & pos, const ICameraSceneNode* camera = 0) _IRR_OVERRIDE_;
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//! Calculates 2d screen position from a 3d position.
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virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
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const core::vector3df & pos, const ICameraSceneNode* camera=0, bool useViewPort=false) _IRR_OVERRIDE_;
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//! Gets the scene node and nearest collision point for a ray based on
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//! the nodes' id bitmasks, bounding boxes and triangle selectors.
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virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
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SCollisionHit& hitResult,
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const core::line3df& ray,
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s32 idBitMask = 0,
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ISceneNode * collisionRootNode = 0,
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bool noDebugObjects = false) _IRR_OVERRIDE_;
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private:
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//! recursive method for going through all scene nodes
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void getPickedNodeBB(ISceneNode* root, core::line3df& ray, s32 bits,
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bool bNoDebugObjects,
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f32& outbestdistance, ISceneNode*& outbestnode);
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//! recursive method for going through all scene nodes
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void getPickedNodeFromBBAndSelector(
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SCollisionHit& hitResult,
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ISceneNode * root,
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core::line3df & ray,
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s32 bits,
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bool noDebugObjects,
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f32 & outBestDistanceSquared);
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struct SCollisionData
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{
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core::vector3df eRadius;
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core::vector3df R3Velocity;
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core::vector3df R3Position;
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core::vector3df velocity;
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core::vector3df normalizedVelocity;
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core::vector3df basePoint;
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bool foundCollision;
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f32 nearestDistance;
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core::vector3df intersectionPoint;
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core::triangle3df intersectionTriangle;
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irr::scene::ISceneNode* node;
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s32 triangleHits;
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f32 slidingSpeed;
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ITriangleSelector* selector;
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};
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//! Tests the current collision data against an individual triangle.
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/**
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\param colData: the collision data.
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\param triangle: the triangle to test against.
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\return true if the triangle is hit (and is the closest hit), false otherwise */
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bool testTriangleIntersection(SCollisionData* colData,
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const core::triangle3df& triangle);
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//! recursive method for doing collision response
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core::vector3df collideEllipsoidWithWorld(ITriangleSelector* selector,
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const core::vector3df &position,
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const core::vector3df& radius, const core::vector3df& velocity,
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f32 slidingSpeed,
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const core::vector3df& gravity, core::triangle3df& triout,
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core::vector3df& hitPosition,
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bool& outFalling,
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ISceneNode*& outNode);
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core::vector3df collideWithWorld(s32 recursionDepth, SCollisionData &colData,
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const core::vector3df& pos, const core::vector3df& vel);
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inline bool getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root) const;
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ISceneManager* SceneManager;
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video::IVideoDriver* Driver;
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core::array<core::triangle3df> Triangles; // triangle buffer
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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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