| 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 | #include "debug.h" |
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| 28 | |
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| 29 | using namespace std; |
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| 30 | |
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| 31 | |
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| 32 | /** |
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| 33 | * standard constructor |
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| 34 | * @todo this constructor is not jet implemented - do it |
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| 35 | */ |
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| 36 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) |
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| 37 | { |
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| 38 | this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); |
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| 39 | |
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| 40 | this->owner = owner; |
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| 41 | this->type = type; |
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| 42 | |
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| 43 | this->bCollided = false; |
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| 44 | this->bDispatched = false; |
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| 45 | |
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| 46 | if( this->type == CREngine::CR_PHYSICS_STEP_BACK) |
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| 47 | this->bContinuousPoll = false; |
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| 48 | else |
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| 49 | this->bContinuousPoll = true; |
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| 50 | |
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| 51 | if( this->type == CREngine::CR_OBJECT_DAMAGE) |
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| 52 | this->bStopOnFirstCollision = true; |
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| 53 | else |
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| 54 | this->bStopOnFirstCollision = false; |
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| 55 | |
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| 56 | switch( type) |
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| 57 | { |
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| 58 | case CREngine::CR_OBJECT_DAMAGE: |
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| 59 | this->collisionReaction = new CRObjectDamage(); |
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| 60 | break; |
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| 61 | default: |
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| 62 | break; |
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| 63 | }; |
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| 64 | } |
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| 65 | |
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| 66 | |
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| 67 | /** |
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| 68 | * standard deconstructor |
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| 69 | */ |
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| 70 | CollisionHandle::~CollisionHandle () |
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| 71 | { |
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| 72 | // delete what has to be deleted here |
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| 73 | } |
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| 74 | |
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| 75 | /** |
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| 76 | * restores the CollisionHandle to its initial state |
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| 77 | */ |
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| 78 | void CollisionHandle::reset() |
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| 79 | { |
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| 80 | this->flushCollisions(); |
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| 81 | } |
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| 82 | |
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| 83 | |
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| 84 | /** |
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| 85 | * add more filter targets to this collision handle |
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| 86 | * @param classID the classid to look for |
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| 87 | */ |
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| 88 | void CollisionHandle::addTarget(long target) |
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| 89 | { |
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| 90 | // make sure there is no dublicate |
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| 91 | std::vector<long>::iterator it = this->targetList.begin(); |
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| 92 | for( ; it < this->targetList.end(); it++) |
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| 93 | if( (*it) == target) |
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| 94 | return; |
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| 95 | |
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| 96 | // add element |
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| 97 | PRINTF(0)("addTarget: %i \n", target); |
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| 98 | this->targetList.push_back(target); |
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| 99 | } |
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| 100 | |
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| 101 | |
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| 102 | /** |
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| 103 | * registers a new Collision Object |
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| 104 | * @param entityA WorldEntity A of the collision |
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| 105 | * @param entityB WorldEntity B of the collision |
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| 106 | * if a there is already a collision object with the same stats |
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| 107 | * registration will be skipped and the last collision object is returned |
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| 108 | */ |
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| 109 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) |
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| 110 | { |
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| 111 | //first get the collision object, multiple sources |
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| 112 | Collision* c; |
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| 113 | if( this->collisionList.empty() || |
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| 114 | ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { |
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| 115 | c = CREngine::getInstance()->popCollisionObject(); |
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| 116 | c->collide(entityA, entityB); |
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| 117 | this->collisionList.push_back(c); |
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| 118 | |
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| 119 | // now register it as a shared collision with the other collision entity |
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| 120 | CollisionHandle* ch = entityB->getCollisionHandle(this->type); |
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| 121 | if( ch != NULL) |
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| 122 | ch->registerSharedCollision(c); |
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| 123 | } |
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| 124 | else |
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| 125 | c = this->collisionList.back(); |
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| 126 | |
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| 127 | return c; |
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| 128 | } |
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| 129 | |
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| 130 | |
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| 131 | /** |
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| 132 | * register a Collision to the Collision handle. |
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| 133 | * @param collision the collision object to register |
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| 134 | * |
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| 135 | * This is used for internal collision registration: sharing the collision objects between Collision Reactions |
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| 136 | * Therefore dispatching it only once |
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| 137 | */ |
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| 138 | void CollisionHandle::registerSharedCollision(Collision* collision) |
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| 139 | { |
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| 140 | // fist check if we are listening for this Collision |
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| 141 | if( !this->filterCollision(collision)) |
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| 142 | return; |
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| 143 | |
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| 144 | // set the state to not dispatched |
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| 145 | this->bDispatched = false; |
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| 146 | this->bCollided = true; |
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| 147 | collision->setEntityBCollide(true); |
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| 148 | |
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| 149 | this->collisionList.push_back(collision); |
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| 150 | } |
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| 151 | |
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| 152 | |
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| 153 | /** |
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| 154 | * this is the function to be called on a collision event for this handle |
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| 155 | * @param collision the collision objects containing all collision informations |
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| 156 | */ |
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| 157 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) |
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| 158 | { |
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| 159 | if( !this->filterCollisionEvent(collisionEvent)) |
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| 160 | return; |
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| 161 | |
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| 162 | // set the state to not dispatched |
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| 163 | this->bDispatched = false; |
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| 164 | this->bCollided = true; |
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| 165 | |
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| 166 | // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object |
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| 167 | Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); |
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| 168 | c->setEntityACollide(true); |
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| 169 | |
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| 170 | c->registerCollisionEvent(collisionEvent); |
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| 171 | } |
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| 172 | |
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| 173 | |
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| 174 | /** |
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| 175 | * flushes the collision list |
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| 176 | */ |
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| 177 | void CollisionHandle::flushCollisions() |
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| 178 | { |
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| 179 | this->collisionList.clear(); |
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| 180 | } |
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| 181 | |
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| 182 | |
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| 183 | /** |
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| 184 | * handles the collisions and react according to algorithm |
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| 185 | */ |
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| 186 | void CollisionHandle::handleCollisions() |
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| 187 | { |
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| 188 | // collision reaction calculations (for every collision there will be a reaction) |
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| 189 | vector<Collision*>::iterator it = this->collisionList.begin(); |
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| 190 | for(; it < this->collisionList.end(); it++) { |
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| 191 | if( !(*it)->isDispatched()) |
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| 192 | { |
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| 193 | this->collisionReaction->reactToCollision(*it); |
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| 194 | (*it)->flushCollisionEvents(); |
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| 195 | } |
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| 196 | } |
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| 197 | |
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| 198 | // now set state to dispatched |
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| 199 | this->bDispatched = true; |
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| 200 | this->bCollided = false; |
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| 201 | |
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| 202 | this->flushCollisions(); |
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| 203 | } |
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| 204 | |
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| 205 | |
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| 206 | /** |
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| 207 | * filter out the CollisionEvents that are not wanted |
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| 208 | * @param collisionEvent the collision event to filter |
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| 209 | */ |
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| 210 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) |
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| 211 | { |
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| 212 | vector<long>::iterator it = this->targetList.begin(); |
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| 213 | for(; it < this->targetList.end(); it++) |
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| 214 | { |
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| 215 | if( collisionEvent->getEntityA() == this->owner) { |
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| 216 | if( collisionEvent->getEntityA()->isA((ClassID)(*it))) |
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| 217 | return true; } |
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| 218 | else { |
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| 219 | if( collisionEvent->getEntityB()->isA((ClassID)(*it))) |
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| 220 | return true; } |
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| 221 | } |
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| 222 | |
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| 223 | return false; |
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| 224 | } |
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| 225 | |
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| 226 | |
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| 227 | /** |
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| 228 | * filter Collisions that are not wanted to be reacted to |
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| 229 | * @param collision the collision object to filter |
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| 230 | */ |
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| 231 | bool CollisionHandle::filterCollision(Collision* collision) |
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| 232 | { |
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| 233 | vector<long>::iterator it = this->targetList.begin(); |
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| 234 | for(; it < this->targetList.end(); it++) |
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| 235 | { |
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| 236 | if( collision->getEntityA() == this->owner) { |
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| 237 | if( collision->getEntityA()->isA((ClassID)(*it))) |
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| 238 | return true; } |
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| 239 | else { |
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| 240 | if( collision->getEntityB()->isA((ClassID)(*it))) |
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| 241 | return true; } |
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| 242 | } |
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| 243 | |
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| 244 | return false; |
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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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| 252 | |
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