| 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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