| 1 | /*! | 
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| 2 |  * @file collision.h | 
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| 3 |  *  Definition of a collision as a two WE hit each other | 
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| 4 |  * | 
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| 5 |  *  A 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 |  | 
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| 10 | #ifndef _COLLISION_H | 
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| 11 | #define _COLLISION_H | 
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| 12 |  | 
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| 13 | #include "vector.h" | 
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| 14 | #include <vector> | 
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| 15 |  | 
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| 16 | class WorldEntity; | 
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| 17 | class BoundingVolume; | 
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| 18 | class CollisionEvent; | 
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| 19 |  | 
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| 20 | //! A class representing a simple collision | 
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| 21 | class Collision | 
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| 22 | { | 
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| 23 |  | 
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| 24 |   public: | 
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| 25 |     Collision(); | 
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| 26 |     virtual ~Collision(); | 
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| 27 |  | 
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| 28 |     /** collides two WorldEntities @param entityA world entity A, @param entityB world entity B, @param bvA volume A @param bvB volumeB */ | 
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| 29 |     inline void collide(WorldEntity* entityA, WorldEntity* entityB) { this->entityA = entityA; this->entityB = entityB; this->bDispatched = false; } | 
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| 30 |  | 
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| 31 |  | 
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| 32 |     /** @return Collision WorldEntity A */ | 
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| 33 |     inline WorldEntity* getEntityA() const { return this->entityA; } | 
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| 34 |     /** @return Collision WorldEntity B */ | 
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| 35 |     inline WorldEntity* getEntityB() const { return this->entityB; } | 
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| 36 |     /** @return true if Entity A collides */ | 
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| 37 |     inline bool isEntityACollide() const { return this->entityACollide; } | 
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| 38 |     /** sets the flag if it reacts @param flag true if it should react on entityA*/ | 
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| 39 |     inline void setEntityACollide(bool flag) { this->entityACollide = flag; } | 
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| 40 |     /** @return true if Entity B collides */ | 
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| 41 |     inline bool isEntityBCollide() const { return this->entityBCollide; } | 
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| 42 |     /** sets the flag if it reacts @param flag true if it should react on entityB*/ | 
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| 43 |     inline void setEntityBCollide(bool flag) { this->entityACollide = flag; } | 
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| 44 |  | 
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| 45 |  | 
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| 46 |     /** @returns true if this Collision has already been dispatched */ | 
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| 47 |     inline bool isDispatched() { return this->bDispatched; } | 
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| 48 |     /** sets the dispatched flag to true */ | 
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| 49 |     inline void dispatched() { this->bDispatched = true; } | 
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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); this->bDispatched = false;} | 
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| 53 |     /** @returns a vector of collision events */ | 
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| 54 |     inline const std::vector<CollisionEvent*>& getCollisionEvents() const { return this->collisionEvents; } | 
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| 55 |  | 
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| 56 |  | 
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| 57 |     void flushCollisionEvents(); | 
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| 58 |  | 
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| 59 |  | 
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| 60 |   private: | 
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| 61 |     WorldEntity*                 entityA;                       //!< the collision body A | 
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| 62 |     WorldEntity*                 entityB;                       //!< the collision body B | 
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| 63 |     bool                         entityACollide;                //!< true if entity A is subscribed for collision reaction | 
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| 64 |     bool                         entityBCollide;                //!< true if entity B is subscribed for collision reaction | 
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| 65 |  | 
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| 66 |     bool                         bDispatched;                   //!< true if this collision has already been dispatched | 
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| 67 |  | 
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| 68 |     std::vector<CollisionEvent*> collisionEvents;               //!< the collision event list | 
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| 69 | }; | 
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| 70 |  | 
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| 71 | #endif /* _COLLISION_H */ | 
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