| [7934] | 1 | /*! | 
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| [5039] | 2 | * @file collision.h | 
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| [7959] | 3 | *  Definition of a collision as a two WE hit each other | 
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| [8124] | 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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| [7934] | 8 | */ | 
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| [4510] | 9 |  | 
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| [4511] | 10 | #ifndef _COLLISION_H | 
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|  | 11 | #define _COLLISION_H | 
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| [4510] | 12 |  | 
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| [4520] | 13 | #include "vector.h" | 
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| [7964] | 14 | #include <vector> | 
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| [4510] | 15 |  | 
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| [4520] | 16 | class WorldEntity; | 
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|  | 17 | class BoundingVolume; | 
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| [7959] | 18 | class CollisionEvent; | 
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| [4510] | 19 |  | 
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| [4511] | 20 | //! A class representing a simple collision | 
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| [7968] | 21 | class Collision | 
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|  | 22 | { | 
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| [4510] | 23 |  | 
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| [7968] | 24 | public: | 
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|  | 25 | Collision(); | 
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|  | 26 | virtual ~Collision(); | 
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| [4510] | 27 |  | 
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| [7968] | 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; } | 
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| [7934] | 30 |  | 
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|  | 31 |  | 
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| [7968] | 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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| [8106] | 36 | /** @return true if Entity A collides */ | 
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| [8108] | 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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| [8106] | 40 | /** @return true if Entity B collides */ | 
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| [8108] | 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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| [7940] | 44 |  | 
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| [8029] | 45 | /** @returns true if this Collision has already been dispatched */ | 
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|  | 46 | inline bool isDispatched() { return this->bDispatched; } | 
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| [8129] | 47 | /** sets the dispatched flag to true */ | 
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|  | 48 | inline void dispatched() { this->bDispatched = true; } | 
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| [8029] | 49 |  | 
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| [7968] | 50 | /** registers a @param event CollisionEvent to take place */ | 
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| [8108] | 51 | inline void registerCollisionEvent(CollisionEvent* event) { this->collisionEvents.push_back(event); this->bDispatched = false;} | 
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| [8006] | 52 | /** @returns a vector of collision events */ | 
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|  | 53 | inline const std::vector<CollisionEvent*>& getCollisionEvents() const { return this->collisionEvents; } | 
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| [7940] | 54 |  | 
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| [8106] | 55 |  | 
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| [7968] | 56 | void flushCollisionEvents(); | 
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|  | 57 |  | 
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|  | 58 |  | 
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|  | 59 | private: | 
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|  | 60 | WorldEntity*                 entityA;                       //!< the collision body A | 
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|  | 61 | WorldEntity*                 entityB;                       //!< the collision body B | 
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| [8106] | 62 | bool                         entityACollide;                //!< true if entity A is subscribed for collision reaction | 
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|  | 63 | bool                         entityBCollide;                //!< true if entity B is subscribed for collision reaction | 
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| [7968] | 64 |  | 
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| [8029] | 65 | bool                         bDispatched;                   //!< true if this collision has already been dispatched | 
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|  | 66 |  | 
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| [7968] | 67 | std::vector<CollisionEvent*> collisionEvents;               //!< the collision event list | 
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| [4510] | 68 | }; | 
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|  | 69 |  | 
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| [4511] | 70 | #endif /* _COLLISION_H */ | 
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