| 1 | /* | 
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| 2 |    orxonox - the future of 3D-vertical-scrollersf | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Patrick Boenzli | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION | 
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| 16 |  | 
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| 17 | #include "collision_handle.h" | 
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| 18 |  | 
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| 19 | #include "world_entity.h" | 
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| 20 |  | 
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| 21 | #include "collision.h" | 
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| 22 | #include "collision_event.h" | 
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| 23 | #include "collision_reaction.h" | 
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| 24 |  | 
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| 25 | #include "cr_object_damage.h" | 
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| 26 | #include "cr_physics_ground_walk.h" | 
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| 27 |  | 
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| 28 | #include "debug.h" | 
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| 29 |  | 
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| 30 | using namespace std; | 
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| 31 |  | 
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| 32 |  | 
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| 33 | /** | 
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| 34 |  * standard constructor | 
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| 35 |  * @todo this constructor is not jet implemented - do it | 
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| 36 | */ | 
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| 37 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) | 
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| 38 | { | 
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| 39 |   this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); | 
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| 40 |  | 
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| 41 |   this->owner = owner; | 
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| 42 |   this->type = type; | 
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| 43 |  | 
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| 44 |   this->bCollided = false; | 
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| 45 |   this->bDispatched = true; | 
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| 46 |  | 
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| 47 |   this->collisionReaction = NULL; | 
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| 48 |   this->bContinuousPoll = false; | 
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| 49 |   this->bStopOnFirstCollision = false; | 
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| 50 |  | 
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| 51 |  | 
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| 52 |   switch( type) | 
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| 53 |   { | 
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| 54 |     case CREngine::CR_PHYSICS_STEP_BACK: | 
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| 55 | //       this->collisionReaction = new CRPhysicsGroundWalk(); | 
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| 56 |       this->bContinuousPoll = true; | 
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| 57 |       break; | 
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| 58 |     case CREngine::CR_PHYSICS_GROUND_WALK: | 
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| 59 |       this->collisionReaction = new CRPhysicsGroundWalk(); | 
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| 60 |       this->bContinuousPoll = true; | 
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| 61 |       break; | 
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| 62 |     case CREngine::CR_OBJECT_DAMAGE: | 
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| 63 |       this->collisionReaction = new CRObjectDamage(); | 
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| 64 |       this->bStopOnFirstCollision = true; | 
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| 65 |       break; | 
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| 66 |     default: | 
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| 67 |       break; | 
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| 68 |   }; | 
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| 69 | } | 
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| 70 |  | 
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| 71 |  | 
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| 72 | /** | 
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| 73 |  * standard deconstructor | 
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| 74 | */ | 
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| 75 | CollisionHandle::~CollisionHandle () | 
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| 76 | { | 
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| 77 |   // delete what has to be deleted here | 
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| 78 |   if( this->collisionReaction != NULL) | 
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| 79 |     delete this->collisionReaction; | 
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| 80 | } | 
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| 81 |  | 
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| 82 | /** | 
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| 83 |  * restores the CollisionHandle to its initial state | 
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| 84 |  */ | 
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| 85 | void CollisionHandle::reset() | 
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| 86 | { | 
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| 87 |   this->flushCollisions(); | 
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| 88 | } | 
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| 89 |  | 
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| 90 |  | 
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| 91 | /** | 
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| 92 |  * add more filter targets to this collision handle | 
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| 93 |  *  @param classID the classid to look for | 
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| 94 |  */ | 
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| 95 | void CollisionHandle::addTarget(long target) | 
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| 96 | { | 
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| 97 |   // make sure there is no dublicate | 
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| 98 |   std::vector<long>::iterator it = this->targetList.begin(); | 
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| 99 |   for( ; it < this->targetList.end(); it++) | 
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| 100 |     if( (*it) == target) | 
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| 101 |       return; | 
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| 102 |  | 
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| 103 |   // add element | 
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| 104 |    PRINTF(5)("addTarget: %i \n", target); | 
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| 105 |  | 
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| 106 |    this->targetList.push_back(target); | 
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| 107 | } | 
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| 108 |  | 
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| 109 |  | 
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| 110 | /** | 
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| 111 |  * registers a new Collision Object | 
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| 112 |  *  @param entityA WorldEntity A of the collision | 
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| 113 |  *  @param entityB WorldEntity B of the collision | 
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| 114 |  * if a there is already a collision object with the same stats | 
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| 115 |  * registration will be skipped and the last collision object is returned | 
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| 116 |  */ | 
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| 117 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) | 
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| 118 | { | 
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| 119 |   //first get the collision object, multiple sources | 
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| 120 |   Collision* c; | 
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| 121 |   if( this->collisionList.empty() || | 
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| 122 |       ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { | 
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| 123 |     c = CREngine::getInstance()->popCollisionObject(); | 
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| 124 |     c->collide(entityA, entityB); | 
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| 125 |     this->collisionList.push_back(c); | 
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| 126 |  | 
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| 127 |     // now register it as a shared collision with the other collision entity | 
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| 128 |     CollisionHandle* ch = entityB->getCollisionHandle(this->type); | 
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| 129 |     if( ch != NULL) | 
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| 130 |       ch->registerSharedCollision(c); | 
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| 131 |   } | 
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| 132 |   else | 
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| 133 |     c = this->collisionList.back(); | 
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| 134 |  | 
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| 135 |   return c; | 
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| 136 | } | 
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| 137 |  | 
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| 138 |  | 
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| 139 | /** | 
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| 140 |  * register a Collision to the Collision handle. | 
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| 141 |  *  @param collision the collision object to register | 
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| 142 |  * | 
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| 143 |  * This is used for internal collision registration: sharing the collision objects between Collision Reactions | 
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| 144 |  * Therefore dispatching it only once | 
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| 145 |  */ | 
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| 146 | void CollisionHandle::registerSharedCollision(Collision* collision) | 
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| 147 | { | 
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| 148 |   // fist check if we are listening for this Collision | 
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| 149 |   if( !this->filterCollision(collision)) | 
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| 150 |     return; | 
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| 151 |  | 
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| 152 |   // set the state to not dispatched | 
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| 153 |   this->bDispatched = false; | 
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| 154 |   this->bCollided = true; | 
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| 155 |   collision->setEntityBCollide(true); | 
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| 156 |  | 
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| 157 |   this->collisionList.push_back(collision); | 
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| 158 | } | 
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| 159 |  | 
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| 160 |  | 
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| 161 | /** | 
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| 162 |  * this is the function to be called on a collision event for this handle | 
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| 163 |  *  @param collision the collision objects containing all collision informations | 
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| 164 |  */ | 
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| 165 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) | 
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| 166 | { | 
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| 167 |   if( !this->filterCollisionEvent(collisionEvent)) | 
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| 168 |     return; | 
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| 169 |  | 
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| 170 |   // set the state to not dispatched | 
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| 171 |   this->bDispatched = false; | 
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| 172 |   this->bCollided = true; | 
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| 173 |  | 
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| 174 |   // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object | 
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| 175 |  Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); | 
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| 176 |  c->setEntityACollide(true); | 
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| 177 |  | 
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| 178 |  c->registerCollisionEvent(collisionEvent); | 
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| 179 |  PRINTF(5)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName()); | 
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| 180 | } | 
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| 181 |  | 
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| 182 |  | 
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| 183 | /** | 
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| 184 |  * flushes the collision list | 
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| 185 |  */ | 
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| 186 | void CollisionHandle::flushCollisions() | 
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| 187 | { | 
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| 188 |   this->collisionList.clear(); | 
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| 189 | } | 
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| 190 |  | 
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| 191 |  | 
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| 192 | /** | 
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| 193 |  * handles the collisions and react according to algorithm | 
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| 194 |  */ | 
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| 195 | void CollisionHandle::handleCollisions() | 
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| 196 | { | 
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| 197 |   // if continuous poll poll the reaction | 
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| 198 |   if( this->bContinuousPoll && !this->bCollided) | 
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| 199 |   { | 
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| 200 |     this->collisionReaction->update(this->owner); | 
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| 201 |     return; | 
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| 202 |   } | 
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| 203 |  | 
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| 204 |   // collision reaction calculations (for every collision there will be a reaction) | 
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| 205 |   vector<Collision*>::iterator it = this->collisionList.begin(); | 
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| 206 |   for(; it < this->collisionList.end(); it++) { | 
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| 207 |     if( !(*it)->isDispatched()) | 
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| 208 |     { | 
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| 209 |       this->collisionReaction->reactToCollision(*it); | 
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| 210 |       (*it)->flushCollisionEvents(); | 
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| 211 |     } | 
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| 212 |   } | 
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| 213 |  | 
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| 214 |   // now set state to dispatched | 
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| 215 |   this->bDispatched = true; | 
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| 216 |   this->bCollided = false; | 
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| 217 |  | 
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| 218 |   this->flushCollisions(); | 
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| 219 | } | 
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| 220 |  | 
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| 221 |  | 
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| 222 | /** | 
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| 223 |  * filter out the CollisionEvents that are not wanted | 
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| 224 |  *  @param collisionEvent the collision event to filter | 
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| 225 |  */ | 
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| 226 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) | 
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| 227 | { | 
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| 228 |   vector<long>::iterator it = this->targetList.begin(); | 
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| 229 |   for(; it < this->targetList.end(); it++) | 
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| 230 |   { | 
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| 231 |     if( collisionEvent->getEntityA() == this->owner) { | 
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| 232 |       if( collisionEvent->getEntityB()->isA((ClassID)(*it))) { | 
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| 233 |         PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), | 
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| 234 |                   collisionEvent->getEntityB()->getClassName(), *it); | 
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| 235 |         return true; } | 
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| 236 |     } | 
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| 237 |     else { | 
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| 238 |       if( collisionEvent->getEntityA()->isA((ClassID)(*it))) { | 
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| 239 |         PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), | 
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| 240 |                   collisionEvent->getEntityA()->getClassName(), *it); | 
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| 241 |       return true; } | 
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| 242 |     } | 
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| 243 |   } | 
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| 244 |  | 
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| 245 |   return false; | 
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| 246 | } | 
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| 247 |  | 
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| 248 |  | 
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| 249 | /** | 
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| 250 |  * filter Collisions that are not wanted to be reacted to | 
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| 251 |  *  @param collision the collision object to filter | 
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| 252 |  */ | 
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| 253 | bool CollisionHandle::filterCollision(Collision* collision) | 
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| 254 | { | 
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| 255 |   vector<long>::iterator it = this->targetList.begin(); | 
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| 256 |   for(; it < this->targetList.end(); it++) | 
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| 257 |   { | 
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| 258 |     if( collision->getEntityA() == this->owner) { | 
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| 259 |       if( collision->getEntityA()->isA((ClassID)(*it))) | 
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| 260 |         return true; } | 
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| 261 |       else { | 
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| 262 |         if( collision->getEntityB()->isA((ClassID)(*it))) | 
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| 263 |           return true; } | 
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| 264 |   } | 
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| 265 |  | 
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| 266 |   return false; | 
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| 267 | } | 
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| 268 |  | 
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| 269 |  | 
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| 270 |  | 
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| 271 |  | 
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| 272 |  | 
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| 273 |  | 
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| 274 |  | 
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