forked from Mirrorlandia_minetest/irrlicht
172 lines
7.4 KiB
C
172 lines
7.4 KiB
C
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
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#define __I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED__
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#include "ISceneNode.h"
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namespace irr
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{
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namespace scene
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{
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class ISceneNodeAnimatorCollisionResponse;
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//! Callback interface for catching events of collisions.
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/** Implement this interface and use
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ISceneNodeAnimatorCollisionResponse::setCollisionCallback to be able to
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be notified if a collision has occurred.
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**/
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class ICollisionCallback : public virtual IReferenceCounted
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{
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public:
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//! Will be called when a collision occurs.
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/** See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.
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\param animator: Collision response animator in which the collision occurred. You can call
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this animator's methods to find the node, collisionPoint and/or collision triangle.
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\retval true if the collision was handled in the animator. The animator's target
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node will *not* be stopped at the collision point, but will instead move fully
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to the location that triggered the collision check.
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\retval false if the collision was not handled in the animator. The animator's
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target node will be moved to the collision position.
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*/
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virtual bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator) = 0;
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};
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//! Special scene node animator for doing automatic collision detection and response.
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/** This scene node animator can be attached to any single scene node
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and will then prevent it from moving through specified collision geometry
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(e.g. walls and floors of the) world, as well as having it fall under gravity.
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This animator provides a simple implementation of first person shooter cameras.
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Attach it to a camera, and the camera will behave as the player control in a
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first person shooter game: The camera stops and slides at walls, walks up stairs,
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falls down if there is no floor under it, and so on.
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The animator will treat any change in the position of its target scene
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node as movement, including a setPosition(), as movement. If you want to
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teleport the target scene node manually to a location without it being effected
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by collision geometry, then call setTargetNode(node) after calling node->setPosition().
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*/
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class ISceneNodeAnimatorCollisionResponse : public ISceneNodeAnimator
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{
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public:
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//! Destructor
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virtual ~ISceneNodeAnimatorCollisionResponse() {}
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//! Check if the attached scene node is falling.
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/** Falling means that there is no blocking wall from the scene
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node in the direction of the gravity. The implementation of
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this method is very fast, no collision detection is done when
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invoking it.
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\return True if the scene node is falling, false if not. */
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virtual bool isFalling() const = 0;
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//! Sets the radius of the ellipsoid for collision detection and response.
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/** If you have a scene node, and you are unsure about how big
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the radius should be, you could use the following code to
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determine it:
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\code
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core::aabbox<f32> box = yourSceneNode->getBoundingBox();
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core::vector3df radius = box.MaxEdge - box.getCenter();
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\endcode
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\param radius: New radius of the ellipsoid. */
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virtual void setEllipsoidRadius(const core::vector3df& radius) = 0;
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//! Returns the radius of the ellipsoid for collision detection and response.
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/** \return Radius of the ellipsoid. */
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virtual core::vector3df getEllipsoidRadius() const = 0;
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//! Sets the gravity of the environment.
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/** A good example value would be core::vector3df(0,-100.0f,0)
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for letting gravity affect all object to fall down. For bigger
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gravity, make increase the length of the vector. You can
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disable gravity by setting it to core::vector3df(0,0,0);
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\param gravity: New gravity vector. */
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virtual void setGravity(const core::vector3df& gravity) = 0;
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//! Get current vector of gravity.
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//! \return Gravity vector. */
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virtual core::vector3df getGravity() const = 0;
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//! 'Jump' the animator, by adding a jump speed opposite to its gravity
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/** \param jumpSpeed The initial speed of the jump; the velocity will be opposite
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to this animator's gravity vector. */
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virtual void jump(f32 jumpSpeed) = 0;
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//! Should the Target react on collision ( default = true )
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virtual void setAnimateTarget ( bool enable ) = 0;
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virtual bool getAnimateTarget () const = 0;
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//! Set translation of the collision ellipsoid.
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/** By default, the ellipsoid for collision detection is
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created around the center of the scene node, which means that
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the ellipsoid surrounds it completely. If this is not what you
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want, you may specify a translation for the ellipsoid.
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\param translation: Translation of the ellipsoid relative
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to the position of the scene node. */
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virtual void setEllipsoidTranslation(const core::vector3df &translation) = 0;
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//! Get the translation of the ellipsoid for collision detection.
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/** See
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ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation()
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for more details.
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\return Translation of the ellipsoid relative to the position
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of the scene node. */
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virtual core::vector3df getEllipsoidTranslation() const = 0;
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//! Sets a triangle selector holding all triangles of the world with which the scene node may collide.
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/** \param newWorld: New triangle selector containing triangles
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to let the scene node collide with. */
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virtual void setWorld(ITriangleSelector* newWorld) = 0;
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//! Get the current triangle selector containing all triangles for collision detection.
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virtual ITriangleSelector* getWorld() const = 0;
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//! Set the single node that this animator will act on.
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/** \param node The new target node. Setting this will force the animator to update
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its last target position for the node, allowing setPosition() to teleport
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the node through collision geometry. */
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virtual void setTargetNode(ISceneNode * node) = 0;
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//! Gets the single node that this animator is acting on.
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/** \return The node that this animator is acting on. */
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virtual ISceneNode* getTargetNode(void) const = 0;
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//! Returns true if a collision occurred during the last animateNode()
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virtual bool collisionOccurred() const = 0;
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//! Returns the last point of collision.
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virtual const core::vector3df & getCollisionPoint() const = 0;
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//! Returns the last triangle that caused a collision
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virtual const core::triangle3df & getCollisionTriangle() const = 0;
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//! Returns the position that the target node will be moved to, unless the collision is consumed in a callback.
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/**
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If you have a collision callback registered, and it consumes the collision, then the
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node will ignore the collision and will not stop at this position. Instead, it will
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move fully to the position that caused the collision to occur. */
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virtual const core::vector3df & getCollisionResultPosition(void) const = 0;
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//! Returns the node that was collided with.
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virtual ISceneNode* getCollisionNode(void) const = 0;
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//! Sets a callback interface which will be called if a collision occurs.
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/** \param callback: collision callback handler that will be called when a collision
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occurs. Set this to 0 to disable the callback.
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*/
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virtual void setCollisionCallback(ICollisionCallback* callback) = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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