| 1 | /*! | 
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| 2 |  * @file collision.h | 
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| 3 |  *  Definition of a collision relation of two WorldEntities | 
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| 4 |  * | 
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| 5 |  *  Is shared between two WorldEntity's CollisionHandles if both are subscribed to this event. In this case only one | 
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| 6 |  *  of the two CollisionHandles will calculate the CollisionReaction and the bDispatched flag will be set afterwards | 
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| 7 |  *  to signal that it's already cared about and should be ignored. | 
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| 8 |  * | 
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| 9 |  *  The collisions itself are saved in this container (CollisionEvent). Since there can be multiple collision events | 
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| 10 |  *  for one collision. Imagine: two objects are intersecting (this throws a Collision): many collision boxes will fire | 
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| 11 |  *  each of this boxes will "create" a CollisionEvent. | 
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| 12 |  */ | 
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| 13 |  | 
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| 14 | #ifndef _COLLISION_H | 
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| 15 | #define _COLLISION_H | 
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| 16 |  | 
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| 17 | #include "vector.h" | 
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| 18 | #include <vector> | 
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| 19 |  | 
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| 20 |  | 
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| 21 |  | 
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| 22 | class WorldEntity; | 
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| 23 | class BoundingVolume; | 
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| 24 |  | 
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| 25 | namespace CoRe | 
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| 26 | { | 
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| 27 |  | 
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| 28 |   class CollisionEvent; | 
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| 29 |  | 
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| 30 |   //! A class representing a simple collision | 
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| 31 |   class Collision | 
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| 32 |   { | 
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| 33 |  | 
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| 34 |     typedef std::vector<CollisionEvent*>                  CollisionVector;  //!< the vector containing all collision events | 
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| 35 |     typedef std::vector<CollisionEvent*>::iterator        Iterator;         //!< iterator definition | 
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| 36 |     typedef std::vector<CollisionEvent*>::const_iterator  ConstIterator;   //!< constant iterator definition | 
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| 37 |  | 
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| 38 |  | 
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| 39 |   public: | 
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| 40 |  | 
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| 41 |     Collision(); | 
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| 42 |     virtual ~Collision(); | 
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| 43 |  | 
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| 44 |     /** collides two WorldEntities @param entityA world entity A, @param entityB world entity B, @param bvA volume A @param bvB volumeB */ | 
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| 45 |     inline void collide(WorldEntity* entityA, WorldEntity* entityB) { this->_entityA = entityA; this->_entityB = entityB; } | 
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| 46 |  | 
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| 47 |  | 
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| 48 |     /* list stuff */ | 
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| 49 |   public: | 
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| 50 |  | 
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| 51 |     /** registers a @param event CollisionEvent to take place */ | 
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| 52 |     inline void registerCollisionEvent(CollisionEvent* event) { this->_collisionEvents.push_back(event); } | 
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| 53 |  | 
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| 54 |     void reset(); | 
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| 55 |  | 
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| 56 |  | 
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| 57 |     /** @returns iterator pointing to the beginning of the collision event vector */ | 
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| 58 |     inline Iterator       begin()        { return this->_collisionEvents.begin(); } | 
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| 59 |     /** @returns const iterator pointing to the beginning of the collision event vector */ | 
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| 60 |     inline ConstIterator  begin() const  { return this->_collisionEvents.begin(); } | 
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| 61 |     /** @returns iterator pointing to the end of the collision event vector */ | 
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| 62 |     inline Iterator       end()          { return this->_collisionEvents.end(); } | 
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| 63 |     /** @returns const iterator pointing to the end of the collision event vector */ | 
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| 64 |     inline ConstIterator  end() const    { return this->_collisionEvents.end(); } | 
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| 65 |  | 
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| 66 |  | 
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| 67 |     /* misc interface functions */ | 
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| 68 |   public: | 
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| 69 |     /** @return Collision WorldEntity A */ | 
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| 70 |     inline WorldEntity* getEntityA() const { return this->_entityA; } | 
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| 71 |     /** @return Collision WorldEntity B */ | 
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| 72 |     inline WorldEntity* getEntityB() const { return this->_entityB; } | 
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| 73 |     inline bool same(const WorldEntity& entityA, WorldEntity& entityB) const { | 
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| 74 |       return ((this->_entityA == &entityA && this->_entityB == &entityB) || (this->_entityA == &entityB && this->_entityB == &entityA)); } | 
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| 75 |  | 
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| 76 |     /** @return true if Entity A collides */ | 
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| 77 |     inline bool isEntityACollide() const { return this->_entityACollide; } | 
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| 78 |     /** sets the flag if it reacts @param flag true if it should react on entityA*/ | 
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| 79 |     inline void setEntityACollide(bool flag) { this->_entityACollide = flag; } | 
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| 80 |     /** @return true if Entity B collides */ | 
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| 81 |     inline bool isEntityBCollide() const { return this->_entityBCollide; } | 
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| 82 |     /** sets the flag if it reacts @param flag true if it should react on entityB*/ | 
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| 83 |     inline void setEntityBCollide(bool flag) { this->_entityBCollide = flag; } | 
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| 84 |  | 
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| 85 |  | 
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| 86 |   private: | 
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| 87 |     WorldEntity*                 _entityA;                       //!< the collision body A | 
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| 88 |     WorldEntity*                 _entityB;                       //!< the collision body B | 
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| 89 |     bool                         _entityACollide;                //!< true if entity A is subscribed for collision reaction | 
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| 90 |     bool                         _entityBCollide;                //!< true if entity B is subscribed for collision reaction | 
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| 91 |  | 
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| 92 |     CollisionVector              _collisionEvents;               //!< the collision event list | 
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| 93 |  | 
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| 94 |   }; | 
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| 95 | } | 
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| 96 |  | 
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| 97 | #endif /* _COLLISION_H */ | 
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