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source: orxonox.OLD/branches/cr/src/lib/collision_reaction/collision_handle.cc @ 8165

Last change on this file since 8165 was 8165, checked in by patrick, 19 years ago

cr: removed two more segfaults

File size: 6.0 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION
16
17#include "collision_handle.h"
18
19#include "world_entity.h"
20
21#include "collision.h"
22#include "collision_event.h"
23#include "collision_reaction.h"
24
25#include "cr_object_damage.h"
26
27using namespace std;
28
29
30/**
31 * standard constructor
32 * @todo this constructor is not jet implemented - do it
33*/
34CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type)
35{
36  this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle");
37
38  this->owner = owner;
39  this->type = type;
40
41  this->bCollided = false;
42  this->bDispatched = false;
43
44  if( this->type == CREngine::CR_PHYSICS_STEP_BACK)
45    this->bContinuousPoll = false;
46  else
47    this->bContinuousPoll = true;
48
49  if( this->type == CREngine::CR_OBJECT_DAMAGE)
50    this->bStopOnFirstCollision = true;
51  else
52   this->bStopOnFirstCollision = false;
53
54  switch( type)
55  {
56    case CREngine::CR_OBJECT_DAMAGE:
57      this->collisionReaction = new CRObjectDamage();
58      break;
59    default:
60      break;
61  };
62}
63
64
65/**
66 * standard deconstructor
67*/
68CollisionHandle::~CollisionHandle ()
69{
70  // delete what has to be deleted here
71}
72
73/**
74 * restores the CollisionHandle to its initial state
75 */
76void CollisionHandle::reset()
77{
78  this->flushCollisions();
79}
80
81
82/**
83 * add more filter targets to this collision handle
84 *  @param classID the classid to look for
85 */
86void CollisionHandle::addTarget(long target)
87{
88  // make sure there is no dublicate
89  std::vector<long>::iterator it = this->targetList.begin();
90  for( ; it < this->targetList.end(); it++)
91    if( (*it) == target)
92      return;
93
94  // add element
95   PRINTF(0)("addTarget: %i \n", target);
96   this->targetList.push_back(target);
97}
98
99
100/**
101 * registers a new Collision Object
102 *  @param entityA WorldEntity A of the collision
103 *  @param entityB WorldEntity B of the collision
104 * if a there is already a collision object with the same stats
105 * registration will be skipped and the last collision object is returned
106 */
107Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB)
108{
109  //first get the collision object, multiple sources
110  Collision* c;
111  if( this->collisionList.empty() ||
112      ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB ))
113    c = CREngine::getInstance()->popCollisionObject();
114  else
115    c = this->collisionList.back();
116
117  assert( entityA != NULL);
118  assert( entityB != NULL);
119  this->collisionList.push_back(c);
120  c->collide(entityA, entityB);
121
122  // now register it as a shared collision with the other collision entity
123  CollisionHandle* ch = entityB->getCollisionHandle(this->type);
124  if( ch != NULL)
125    ch->registerSharedCollision(c);
126
127  return c;
128}
129
130
131/**
132 * register a Collision to the Collision handle.
133 *  @param collision the collision object to register
134 *
135 * This is used for internal collision registration: sharing the collision objects between Collision Reactions
136 * Therefore dispatching it only once
137 */
138void CollisionHandle::registerSharedCollision(Collision* collision)
139{
140  // fist check if we are listening for this Collision
141  if( !this->filterCollision(collision))
142    return;
143
144  // set the state to not dispatched
145  this->bDispatched = false;
146  this->bCollided = true;
147  collision->setEntityBCollide(true);
148
149  this->collisionList.push_back(collision);
150}
151
152
153/**
154 * this is the function to be called on a collision event for this handle
155 *  @param collision the collision objects containing all collision informations
156 */
157void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent)
158{
159  if( !this->filterCollisionEvent(collisionEvent))
160    return;
161
162  // set the state to not dispatched
163  this->bDispatched = false;
164  this->bCollided = true;
165
166  // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object
167 Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB());
168 c->setEntityACollide(true);
169
170 c->registerCollisionEvent(collisionEvent);
171}
172
173
174/**
175 * flushes the collision list
176 */
177void CollisionHandle::flushCollisions()
178{
179  this->collisionList.clear();
180}
181
182
183/**
184 * handles the collisions and react according to algorithm
185 */
186void CollisionHandle::handleCollisions()
187{
188  // collision reaction calculations (for every collision there will be a reaction)
189  vector<Collision*>::iterator it = this->collisionList.begin();
190  for(; it < this->collisionList.end(); it++) {
191    this->collisionReaction->reactToCollision(*it);
192  }
193
194  // now set state to dispatched
195  this->bDispatched = true;
196  this->bCollided = false;
197
198  this->flushCollisions();
199}
200
201
202/**
203 * filter out the CollisionEvents that are not wanted
204 *  @param collisionEvent the collision event to filter
205 */
206bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent)
207{
208  vector<long>::iterator it = this->targetList.begin();
209  for(; it < this->targetList.end(); it++)
210  {
211    if( collisionEvent->getEntityA() == this->owner) {
212      if( collisionEvent->getEntityA()->isA((ClassID)(*it)))
213        return true; }
214    else {
215      if( collisionEvent->getEntityB()->isA((ClassID)(*it)))
216        return true; }
217  }
218
219  return false;
220}
221
222
223/**
224 * filter Collisions that are not wanted to be reacted to
225 *  @param collision the collision object to filter
226 */
227bool CollisionHandle::filterCollision(Collision* collision)
228{
229  vector<long>::iterator it = this->targetList.begin();
230  for(; it < this->targetList.end(); it++)
231  {
232    if( collision->getEntityA() == this->owner) {
233      if( collision->getEntityA()->isA((ClassID)(*it)))
234        return true; }
235      else {
236        if( collision->getEntityB()->isA((ClassID)(*it)))
237          return true; }
238  }
239
240  return false;
241}
242
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