| [7841] | 1 | /* | 
|---|
 | 2 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
 | 3 |  | 
|---|
 | 4 |    Copyright (C) 2004 orx | 
|---|
 | 5 |  | 
|---|
 | 6 |    This program is free software; you can redistribute it and/or modify | 
|---|
 | 7 |    it under the terms of the GNU General Public License as published by | 
|---|
 | 8 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
 | 9 |    any later version. | 
|---|
 | 10 |  | 
|---|
 | 11 |    ### File Specific: | 
|---|
| [7927] | 12 |    main-programmer: Patrick Boenzli | 
|---|
| [7841] | 13 | */ | 
|---|
 | 14 |  | 
|---|
 | 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION | 
|---|
 | 16 |  | 
|---|
 | 17 | #include "collision_handle.h" | 
|---|
 | 18 |  | 
|---|
| [8190] | 19 | #include "world_entity.h" | 
|---|
 | 20 |  | 
|---|
 | 21 | #include "collision.h" | 
|---|
 | 22 | #include "collision_event.h" | 
|---|
 | 23 | #include "collision_reaction.h" | 
|---|
 | 24 |  | 
|---|
 | 25 | #include "cr_object_damage.h" | 
|---|
 | 26 |  | 
|---|
| [7841] | 27 | using namespace std; | 
|---|
 | 28 |  | 
|---|
 | 29 |  | 
|---|
 | 30 | /** | 
|---|
 | 31 |  * standard constructor | 
|---|
 | 32 |  * @todo this constructor is not jet implemented - do it | 
|---|
 | 33 | */ | 
|---|
| [7927] | 34 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) | 
|---|
| [7841] | 35 | { | 
|---|
| [7927] | 36 |   this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); | 
|---|
| [7841] | 37 |  | 
|---|
| [7927] | 38 |   this->owner = owner; | 
|---|
 | 39 |   this->type = type; | 
|---|
 | 40 |  | 
|---|
| [8190] | 41 |   this->bCollided = false; | 
|---|
 | 42 |   this->bDispatched = false; | 
|---|
 | 43 |  | 
|---|
 | 44 |   if( this->type == CREngine::CR_PHYSICS_STEP_BACK) | 
|---|
 | 45 |     this->bContinuousPoll = false; | 
|---|
 | 46 |   else | 
|---|
 | 47 |     this->bContinuousPoll = true; | 
|---|
 | 48 |  | 
|---|
 | 49 |   if( this->type == CREngine::CR_OBJECT_DAMAGE) | 
|---|
 | 50 |     this->bStopOnFirstCollision = true; | 
|---|
 | 51 |   else | 
|---|
 | 52 |    this->bStopOnFirstCollision = false; | 
|---|
 | 53 |  | 
|---|
 | 54 |   switch( type) | 
|---|
 | 55 |   { | 
|---|
 | 56 |     case CREngine::CR_OBJECT_DAMAGE: | 
|---|
 | 57 |       this->collisionReaction = new CRObjectDamage(); | 
|---|
 | 58 |       break; | 
|---|
 | 59 |     default: | 
|---|
 | 60 |       break; | 
|---|
 | 61 |   }; | 
|---|
| [7841] | 62 | } | 
|---|
 | 63 |  | 
|---|
 | 64 |  | 
|---|
 | 65 | /** | 
|---|
 | 66 |  * standard deconstructor | 
|---|
 | 67 | */ | 
|---|
 | 68 | CollisionHandle::~CollisionHandle () | 
|---|
 | 69 | { | 
|---|
 | 70 |   // delete what has to be deleted here | 
|---|
 | 71 | } | 
|---|
| [8190] | 72 |  | 
|---|
 | 73 | /** | 
|---|
 | 74 |  * restores the CollisionHandle to its initial state | 
|---|
 | 75 |  */ | 
|---|
 | 76 | void CollisionHandle::reset() | 
|---|
 | 77 | { | 
|---|
 | 78 |   this->flushCollisions(); | 
|---|
 | 79 | } | 
|---|
 | 80 |  | 
|---|
 | 81 |  | 
|---|
 | 82 | /** | 
|---|
 | 83 |  * add more filter targets to this collision handle | 
|---|
 | 84 |  *  @param classID the classid to look for | 
|---|
 | 85 |  */ | 
|---|
 | 86 | void CollisionHandle::addTarget(long target) | 
|---|
 | 87 | { | 
|---|
 | 88 |   // make sure there is no dublicate | 
|---|
 | 89 |   std::vector<long>::iterator it = this->targetList.begin(); | 
|---|
 | 90 |   for( ; it < this->targetList.end(); it++) | 
|---|
 | 91 |     if( (*it) == target) | 
|---|
 | 92 |       return; | 
|---|
 | 93 |  | 
|---|
 | 94 |   // add element | 
|---|
 | 95 |    PRINTF(0)("addTarget: %i \n", target); | 
|---|
 | 96 |    this->targetList.push_back(target); | 
|---|
 | 97 | } | 
|---|
 | 98 |  | 
|---|
 | 99 |  | 
|---|
 | 100 | /** | 
|---|
 | 101 |  * registers a new Collision Object | 
|---|
 | 102 |  *  @param entityA WorldEntity A of the collision | 
|---|
 | 103 |  *  @param entityB WorldEntity B of the collision | 
|---|
 | 104 |  * if a there is already a collision object with the same stats | 
|---|
 | 105 |  * registration will be skipped and the last collision object is returned | 
|---|
 | 106 |  */ | 
|---|
 | 107 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) | 
|---|
 | 108 | { | 
|---|
 | 109 |   //first get the collision object, multiple sources | 
|---|
 | 110 |   Collision* c; | 
|---|
 | 111 |   if( this->collisionList.empty() || | 
|---|
 | 112 |       ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { | 
|---|
 | 113 |     c = CREngine::getInstance()->popCollisionObject(); | 
|---|
 | 114 |     c->collide(entityA, entityB); | 
|---|
 | 115 |     this->collisionList.push_back(c); | 
|---|
 | 116 |  | 
|---|
 | 117 |     // now register it as a shared collision with the other collision entity | 
|---|
 | 118 |     CollisionHandle* ch = entityB->getCollisionHandle(this->type); | 
|---|
 | 119 |     if( ch != NULL) | 
|---|
 | 120 |       ch->registerSharedCollision(c); | 
|---|
 | 121 |   } | 
|---|
 | 122 |   else | 
|---|
 | 123 |     c = this->collisionList.back(); | 
|---|
 | 124 |  | 
|---|
 | 125 |   return c; | 
|---|
 | 126 | } | 
|---|
 | 127 |  | 
|---|
 | 128 |  | 
|---|
 | 129 | /** | 
|---|
 | 130 |  * register a Collision to the Collision handle. | 
|---|
 | 131 |  *  @param collision the collision object to register | 
|---|
 | 132 |  * | 
|---|
 | 133 |  * This is used for internal collision registration: sharing the collision objects between Collision Reactions | 
|---|
 | 134 |  * Therefore dispatching it only once | 
|---|
 | 135 |  */ | 
|---|
 | 136 | void CollisionHandle::registerSharedCollision(Collision* collision) | 
|---|
 | 137 | { | 
|---|
 | 138 |   // fist check if we are listening for this Collision | 
|---|
 | 139 |   if( !this->filterCollision(collision)) | 
|---|
 | 140 |     return; | 
|---|
 | 141 |  | 
|---|
 | 142 |   // set the state to not dispatched | 
|---|
 | 143 |   this->bDispatched = false; | 
|---|
 | 144 |   this->bCollided = true; | 
|---|
 | 145 |   collision->setEntityBCollide(true); | 
|---|
 | 146 |  | 
|---|
 | 147 |   this->collisionList.push_back(collision); | 
|---|
 | 148 | } | 
|---|
 | 149 |  | 
|---|
 | 150 |  | 
|---|
 | 151 | /** | 
|---|
 | 152 |  * this is the function to be called on a collision event for this handle | 
|---|
 | 153 |  *  @param collision the collision objects containing all collision informations | 
|---|
 | 154 |  */ | 
|---|
 | 155 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) | 
|---|
 | 156 | { | 
|---|
 | 157 |   if( !this->filterCollisionEvent(collisionEvent)) | 
|---|
 | 158 |     return; | 
|---|
 | 159 |  | 
|---|
 | 160 |   // set the state to not dispatched | 
|---|
 | 161 |   this->bDispatched = false; | 
|---|
 | 162 |   this->bCollided = true; | 
|---|
 | 163 |  | 
|---|
 | 164 |   // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object | 
|---|
 | 165 |  Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); | 
|---|
 | 166 |  c->setEntityACollide(true); | 
|---|
 | 167 |  | 
|---|
 | 168 |  c->registerCollisionEvent(collisionEvent); | 
|---|
 | 169 | } | 
|---|
 | 170 |  | 
|---|
 | 171 |  | 
|---|
 | 172 | /** | 
|---|
 | 173 |  * flushes the collision list | 
|---|
 | 174 |  */ | 
|---|
 | 175 | void CollisionHandle::flushCollisions() | 
|---|
 | 176 | { | 
|---|
 | 177 |   this->collisionList.clear(); | 
|---|
 | 178 | } | 
|---|
 | 179 |  | 
|---|
 | 180 |  | 
|---|
 | 181 | /** | 
|---|
 | 182 |  * handles the collisions and react according to algorithm | 
|---|
 | 183 |  */ | 
|---|
 | 184 | void CollisionHandle::handleCollisions() | 
|---|
 | 185 | { | 
|---|
 | 186 |   // collision reaction calculations (for every collision there will be a reaction) | 
|---|
 | 187 |   vector<Collision*>::iterator it = this->collisionList.begin(); | 
|---|
 | 188 |   for(; it < this->collisionList.end(); it++) { | 
|---|
 | 189 |     if( !(*it)->isDispatched()) | 
|---|
 | 190 |     { | 
|---|
 | 191 |       this->collisionReaction->reactToCollision(*it); | 
|---|
 | 192 |       (*it)->flushCollisionEvents(); | 
|---|
 | 193 |     } | 
|---|
 | 194 |   } | 
|---|
 | 195 |  | 
|---|
 | 196 |   // now set state to dispatched | 
|---|
 | 197 |   this->bDispatched = true; | 
|---|
 | 198 |   this->bCollided = false; | 
|---|
 | 199 |  | 
|---|
 | 200 |   this->flushCollisions(); | 
|---|
 | 201 | } | 
|---|
 | 202 |  | 
|---|
 | 203 |  | 
|---|
 | 204 | /** | 
|---|
 | 205 |  * filter out the CollisionEvents that are not wanted | 
|---|
 | 206 |  *  @param collisionEvent the collision event to filter | 
|---|
 | 207 |  */ | 
|---|
 | 208 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) | 
|---|
 | 209 | { | 
|---|
 | 210 |   vector<long>::iterator it = this->targetList.begin(); | 
|---|
 | 211 |   for(; it < this->targetList.end(); it++) | 
|---|
 | 212 |   { | 
|---|
 | 213 |     if( collisionEvent->getEntityA() == this->owner) { | 
|---|
 | 214 |       if( collisionEvent->getEntityA()->isA((ClassID)(*it))) | 
|---|
 | 215 |         return true; } | 
|---|
 | 216 |     else { | 
|---|
 | 217 |       if( collisionEvent->getEntityB()->isA((ClassID)(*it))) | 
|---|
 | 218 |         return true; } | 
|---|
 | 219 |   } | 
|---|
 | 220 |  | 
|---|
 | 221 |   return false; | 
|---|
 | 222 | } | 
|---|
 | 223 |  | 
|---|
 | 224 |  | 
|---|
 | 225 | /** | 
|---|
 | 226 |  * filter Collisions that are not wanted to be reacted to | 
|---|
 | 227 |  *  @param collision the collision object to filter | 
|---|
 | 228 |  */ | 
|---|
 | 229 | bool CollisionHandle::filterCollision(Collision* collision) | 
|---|
 | 230 | { | 
|---|
 | 231 |   vector<long>::iterator it = this->targetList.begin(); | 
|---|
 | 232 |   for(; it < this->targetList.end(); it++) | 
|---|
 | 233 |   { | 
|---|
 | 234 |     if( collision->getEntityA() == this->owner) { | 
|---|
 | 235 |       if( collision->getEntityA()->isA((ClassID)(*it))) | 
|---|
 | 236 |         return true; } | 
|---|
 | 237 |       else { | 
|---|
 | 238 |         if( collision->getEntityB()->isA((ClassID)(*it))) | 
|---|
 | 239 |           return true; } | 
|---|
 | 240 |   } | 
|---|
 | 241 |  | 
|---|
 | 242 |   return false; | 
|---|
 | 243 | } | 
|---|
 | 244 |  | 
|---|
 | 245 |  | 
|---|
 | 246 |  | 
|---|
 | 247 |  | 
|---|
 | 248 |  | 
|---|
 | 249 |  | 
|---|
 | 250 |  | 
|---|