mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 18:20:30 +01:00
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
|
|
// 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) _IRR_OVERRIDE_;
|
|
|
|
//! 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) _IRR_OVERRIDE_;
|
|
|
|
//! Returns the scene node, at which the given camera is looking at and
|
|
//! which id matches the bitmask.
|
|
virtual ISceneNode* getSceneNodeFromCameraBB(const ICameraSceneNode* camera,
|
|
s32 idBitMask=0, bool bNoDebugObjects = false) _IRR_OVERRIDE_;
|
|
|
|
//! Finds the nearest collision point of a line and lots of triangles, if there is one.
|
|
virtual bool getCollisionPoint(SCollisionHit& hitResult, const core::line3d<f32>& ray,
|
|
ITriangleSelector* selector) _IRR_OVERRIDE_;
|
|
|
|
//! 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) _IRR_OVERRIDE_;
|
|
|
|
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
|
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
|
const core::position2d<s32> & pos, const ICameraSceneNode* camera = 0) _IRR_OVERRIDE_;
|
|
|
|
//! Calculates 2d screen position from a 3d position.
|
|
virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
|
|
const core::vector3df & pos, const ICameraSceneNode* camera=0, bool useViewPort=false) _IRR_OVERRIDE_;
|
|
|
|
//! 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(
|
|
SCollisionHit& hitResult,
|
|
const core::line3df& ray,
|
|
s32 idBitMask = 0,
|
|
ISceneNode * collisionRootNode = 0,
|
|
bool noDebugObjects = false) _IRR_OVERRIDE_;
|
|
|
|
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(
|
|
SCollisionHit& hitResult,
|
|
ISceneNode * root,
|
|
core::line3df & ray,
|
|
s32 bits,
|
|
bool noDebugObjects,
|
|
f32 & outBestDistanceSquared);
|
|
|
|
|
|
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;
|
|
irr::scene::ISceneNode* node;
|
|
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,
|
|
const core::vector3df& pos, const core::vector3df& vel);
|
|
|
|
inline bool getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root) const;
|
|
|
|
ISceneManager* SceneManager;
|
|
video::IVideoDriver* Driver;
|
|
core::array<core::triangle3df> Triangles; // triangle buffer
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|