| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION | 
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| 16 |  | 
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| 17 | #include "collision_handle.h" | 
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| 18 |  | 
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| 19 | #include "world_entity.h" | 
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| 20 |  | 
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| 21 | #include "collision.h" | 
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| 22 | #include "collision_event.h" | 
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| 23 | #include "collision_reaction.h" | 
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| 24 |  | 
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| 25 | #include "cr_object_damage.h" | 
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| 26 |  | 
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| 27 | using namespace std; | 
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| 28 |  | 
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| 29 |  | 
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| 30 | /** | 
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| 31 |  * standard constructor | 
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| 32 |  * @todo this constructor is not jet implemented - do it | 
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| 33 | */ | 
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| 34 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) | 
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| 35 | { | 
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| 36 |   this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); | 
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| 37 |  | 
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| 38 |   this->owner = owner; | 
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| 39 |   this->type = type; | 
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| 40 |  | 
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| 41 |   this->bCollided = false; | 
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| 42 |   this->bDispatched = false; | 
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| 43 |  | 
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| 44 |   if( this->type == CREngine::CR_PHYSICS_STEP_BACK) | 
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| 45 |     this->bContinuousPoll = false; | 
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| 46 |   else | 
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| 47 |     this->bContinuousPoll = true; | 
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| 48 |  | 
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| 49 |   if( this->type == CREngine::CR_OBJECT_DAMAGE) | 
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| 50 |     this->bStopOnFirstCollision = true; | 
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| 51 |   else | 
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| 52 |    this->bStopOnFirstCollision = false; | 
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| 53 |  | 
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| 54 |   switch( type) | 
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| 55 |   { | 
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| 56 |     case CREngine::CR_OBJECT_DAMAGE: | 
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| 57 |       this->collisionReaction = new CRObjectDamage(); | 
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| 58 |       break; | 
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| 59 |     default: | 
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| 60 |       break; | 
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| 61 |   }; | 
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| 62 | } | 
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| 63 |  | 
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| 64 |  | 
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| 65 | /** | 
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| 66 |  * standard deconstructor | 
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| 67 | */ | 
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| 68 | CollisionHandle::~CollisionHandle () | 
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| 69 | { | 
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| 70 |   // delete what has to be deleted here | 
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| 71 | } | 
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| 72 |  | 
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| 73 | /** | 
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| 74 |  * restores the CollisionHandle to its initial state | 
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| 75 |  */ | 
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| 76 | void CollisionHandle::reset() | 
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| 77 | { | 
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| 78 |   this->flushCollisions(); | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | /** | 
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| 83 |  * add more filter targets to this collision handle | 
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| 84 |  *  @param classID the classid to look for | 
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| 85 |  */ | 
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| 86 | void CollisionHandle::addTarget(long target) | 
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| 87 | { | 
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| 88 |   // make sure there is no dublicate | 
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| 89 |   std::vector<long>::iterator it = this->targetList.begin(); | 
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| 90 |   for( ; it < this->targetList.end(); it++) | 
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| 91 |     if( (*it) == target) | 
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| 92 |       return; | 
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| 93 |  | 
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| 94 |   // add element | 
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| 95 |    PRINTF(0)("addTarget: %i \n", target); | 
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| 96 |    this->targetList.push_back(target); | 
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| 97 | } | 
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| 98 |  | 
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| 99 |  | 
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| 100 | /** | 
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| 101 |  * registers a new Collision Object | 
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| 102 |  *  @param entityA WorldEntity A of the collision | 
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| 103 |  *  @param entityB WorldEntity B of the collision | 
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| 104 |  * if a there is already a collision object with the same stats | 
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| 105 |  * registration will be skipped and the last collision object is returned | 
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| 106 |  */ | 
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| 107 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) | 
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| 108 | { | 
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| 109 |   //first get the collision object, multiple sources | 
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| 110 |   Collision* c; | 
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| 111 |   if( this->collisionList.empty() || | 
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| 112 |       ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { | 
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| 113 |     c = CREngine::getInstance()->popCollisionObject(); | 
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| 114 |     c->collide(entityA, entityB); | 
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| 115 |     this->collisionList.push_back(c); | 
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| 116 |  | 
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| 117 |     // now register it as a shared collision with the other collision entity | 
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| 118 |     CollisionHandle* ch = entityB->getCollisionHandle(this->type); | 
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| 119 |     if( ch != NULL) | 
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| 120 |       ch->registerSharedCollision(c); | 
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| 121 |   } | 
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| 122 |   else | 
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| 123 |     c = this->collisionList.back(); | 
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| 124 |  | 
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| 125 |   return c; | 
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| 126 | } | 
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| 127 |  | 
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| 128 |  | 
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| 129 | /** | 
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| 130 |  * register a Collision to the Collision handle. | 
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| 131 |  *  @param collision the collision object to register | 
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| 132 |  * | 
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| 133 |  * This is used for internal collision registration: sharing the collision objects between Collision Reactions | 
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| 134 |  * Therefore dispatching it only once | 
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| 135 |  */ | 
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| 136 | void CollisionHandle::registerSharedCollision(Collision* collision) | 
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| 137 | { | 
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| 138 |   // fist check if we are listening for this Collision | 
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| 139 |   if( !this->filterCollision(collision)) | 
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| 140 |     return; | 
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| 141 |  | 
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| 142 |   // set the state to not dispatched | 
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| 143 |   this->bDispatched = false; | 
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| 144 |   this->bCollided = true; | 
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| 145 |   collision->setEntityBCollide(true); | 
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| 146 |  | 
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| 147 |   this->collisionList.push_back(collision); | 
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| 148 | } | 
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| 149 |  | 
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| 150 |  | 
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| 151 | /** | 
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| 152 |  * this is the function to be called on a collision event for this handle | 
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| 153 |  *  @param collision the collision objects containing all collision informations | 
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| 154 |  */ | 
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| 155 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) | 
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| 156 | { | 
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| 157 |   if( !this->filterCollisionEvent(collisionEvent)) | 
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| 158 |     return; | 
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| 159 |  | 
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| 160 |   // set the state to not dispatched | 
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| 161 |   this->bDispatched = false; | 
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| 162 |   this->bCollided = true; | 
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| 163 |  | 
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| 164 |   // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object | 
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| 165 |  Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); | 
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| 166 |  c->setEntityACollide(true); | 
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| 167 |  | 
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| 168 |  c->registerCollisionEvent(collisionEvent); | 
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| 169 | } | 
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| 170 |  | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |  * flushes the collision list | 
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| 174 |  */ | 
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| 175 | void CollisionHandle::flushCollisions() | 
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| 176 | { | 
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| 177 |   this->collisionList.clear(); | 
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| 178 | } | 
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| 179 |  | 
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| 180 |  | 
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| 181 | /** | 
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| 182 |  * handles the collisions and react according to algorithm | 
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| 183 |  */ | 
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| 184 | void CollisionHandle::handleCollisions() | 
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| 185 | { | 
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| 186 |   // collision reaction calculations (for every collision there will be a reaction) | 
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| 187 |   vector<Collision*>::iterator it = this->collisionList.begin(); | 
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| 188 |   for(; it < this->collisionList.end(); it++) { | 
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| 189 |     if( !(*it)->isDispatched()) | 
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| 190 |     { | 
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| 191 |       this->collisionReaction->reactToCollision(*it); | 
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| 192 |       (*it)->flushCollisionEvents(); | 
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| 193 |     } | 
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| 194 |   } | 
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| 195 |  | 
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| 196 |   // now set state to dispatched | 
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| 197 |   this->bDispatched = true; | 
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| 198 |   this->bCollided = false; | 
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| 199 |  | 
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| 200 |   this->flushCollisions(); | 
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| 201 | } | 
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| 202 |  | 
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| 203 |  | 
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| 204 | /** | 
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| 205 |  * filter out the CollisionEvents that are not wanted | 
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| 206 |  *  @param collisionEvent the collision event to filter | 
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| 207 |  */ | 
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| 208 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) | 
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| 209 | { | 
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| 210 |   vector<long>::iterator it = this->targetList.begin(); | 
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| 211 |   for(; it < this->targetList.end(); it++) | 
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| 212 |   { | 
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| 213 |     if( collisionEvent->getEntityA() == this->owner) { | 
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| 214 |       if( collisionEvent->getEntityA()->isA((ClassID)(*it))) | 
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| 215 |         return true; } | 
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| 216 |     else { | 
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| 217 |       if( collisionEvent->getEntityB()->isA((ClassID)(*it))) | 
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| 218 |         return true; } | 
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| 219 |   } | 
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| 220 |  | 
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| 221 |   return false; | 
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| 222 | } | 
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| 223 |  | 
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| 224 |  | 
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| 225 | /** | 
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| 226 |  * filter Collisions that are not wanted to be reacted to | 
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| 227 |  *  @param collision the collision object to filter | 
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| 228 |  */ | 
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| 229 | bool CollisionHandle::filterCollision(Collision* collision) | 
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| 230 | { | 
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| 231 |   vector<long>::iterator it = this->targetList.begin(); | 
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| 232 |   for(; it < this->targetList.end(); it++) | 
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| 233 |   { | 
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| 234 |     if( collision->getEntityA() == this->owner) { | 
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| 235 |       if( collision->getEntityA()->isA((ClassID)(*it))) | 
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| 236 |         return true; } | 
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| 237 |       else { | 
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| 238 |         if( collision->getEntityB()->isA((ClassID)(*it))) | 
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| 239 |           return true; } | 
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| 240 |   } | 
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| 241 |  | 
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| 242 |   return false; | 
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| 243 | } | 
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| 244 |  | 
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| 245 |  | 
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| 246 |  | 
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| 247 |  | 
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| 248 |  | 
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| 249 |  | 
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| 250 |  | 
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