mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-27 08:27:30 +01:00
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
285 lines
14 KiB
C++
285 lines
14 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
|
#define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "vector3d.h"
|
|
#include "triangle3d.h"
|
|
#include "position2d.h"
|
|
#include "line3d.h"
|
|
|
|
namespace irr
|
|
{
|
|
|
|
namespace scene
|
|
{
|
|
class ISceneNode;
|
|
class ICameraSceneNode;
|
|
class ITriangleSelector;
|
|
class IMeshBuffer;
|
|
|
|
struct SCollisionHit
|
|
{
|
|
//! Point of collision
|
|
core::vector3df Intersection;
|
|
|
|
//! Triangle with which we collided
|
|
core::triangle3df Triangle;
|
|
|
|
//! Triangle selector which contained the colliding triangle (useful when having MetaTriangleSelector)
|
|
ITriangleSelector* TriangleSelector;
|
|
|
|
//! Node which contained the triangle (is 0 when selector doesn't have that information)
|
|
ISceneNode* Node;
|
|
|
|
//! Meshbuffer which contained the triangle (is 0 when the selector doesn't have that information, only works when selectors are created per meshbuffer)
|
|
const IMeshBuffer* MeshBuffer;
|
|
|
|
//! Index of selected material of the triangle in the SceneNode. Usually only valid when MeshBuffer is also set, otherwise always 0
|
|
irr::u32 MaterialIndex;
|
|
|
|
SCollisionHit() : TriangleSelector(0), Node(0), MeshBuffer(0), MaterialIndex(0)
|
|
{}
|
|
};
|
|
|
|
//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
|
|
class ISceneCollisionManager : public virtual IReferenceCounted
|
|
{
|
|
public:
|
|
|
|
//! Finds the nearest collision point of a line and lots of triangles, if there is one.
|
|
/** \param hitResult: Contains collision result when there was a collision detected.
|
|
\param ray: Line with which collisions are tested.
|
|
\param selector: TriangleSelector to be used for the collision check.
|
|
\return true if a collision was detected and false if not. */
|
|
virtual bool getCollisionPoint(SCollisionHit& hitResult, const core::line3d<f32>& ray,
|
|
ITriangleSelector* selector) = 0;
|
|
|
|
//! Finds the nearest collision point of a line and lots of triangles, if there is one.
|
|
/** \param ray: Line with which collisions are tested.
|
|
\param selector: TriangleSelector containing the triangles. It
|
|
can be created for example using
|
|
ISceneManager::createTriangleSelector() or
|
|
ISceneManager::createTriangleOctreeSelector().
|
|
\param outCollisionPoint: If a collision is detected, this will
|
|
contain the position of the nearest collision to the line-start.
|
|
\param outTriangle: If a collision is detected, this will
|
|
contain the triangle with which the ray collided.
|
|
\param outNode: If a collision is detected, this will contain
|
|
the scene node associated with the triangle that was hit.
|
|
\return True if a collision was detected and false if not. */
|
|
virtual bool getCollisionPoint(const core::line3d<f32>& ray,
|
|
ITriangleSelector* selector, core::vector3df& outCollisionPoint,
|
|
core::triangle3df& outTriangle, ISceneNode*& outNode)
|
|
{
|
|
SCollisionHit hitResult;
|
|
if ( getCollisionPoint(hitResult, ray, selector) )
|
|
{
|
|
outCollisionPoint = hitResult.Intersection;
|
|
outTriangle = hitResult.Triangle;
|
|
outNode = hitResult.Node;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//! Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid.
|
|
/** This can be used for moving a character in a 3d world: The
|
|
character will slide at walls and is able to walk up stairs.
|
|
The method used how to calculate the collision result position
|
|
is based on the paper "Improved Collision detection and
|
|
Response" by Kasper Fauerby.
|
|
\param selector: TriangleSelector containing the triangles of
|
|
the world. It can be created for example using
|
|
ISceneManager::createTriangleSelector() or
|
|
ISceneManager::createTriangleOctreeSelector().
|
|
\param ellipsoidPosition: Position of the ellipsoid.
|
|
\param ellipsoidRadius: Radius of the ellipsoid.
|
|
\param ellipsoidDirectionAndSpeed: Direction and speed of the
|
|
movement of the ellipsoid.
|
|
\param triout: Optional parameter where the last triangle
|
|
causing a collision is stored, if there is a collision.
|
|
\param hitPosition: Return value for the position of the collision
|
|
\param outFalling: Is set to true if the ellipsoid is falling
|
|
down, caused by gravity.
|
|
\param outNode: the node with which the ellipsoid collided (if any)
|
|
\param slidingSpeed: DOCUMENTATION NEEDED.
|
|
\param gravityDirectionAndSpeed: Direction and force of gravity.
|
|
\return New position of the ellipsoid. */
|
|
virtual core::vector3df getCollisionResultPosition(
|
|
ITriangleSelector* selector,
|
|
const core::vector3df &ellipsoidPosition,
|
|
const core::vector3df& ellipsoidRadius,
|
|
const core::vector3df& ellipsoidDirectionAndSpeed,
|
|
core::triangle3df& triout,
|
|
core::vector3df& hitPosition,
|
|
bool& outFalling,
|
|
ISceneNode*& outNode,
|
|
f32 slidingSpeed = 0.0005f,
|
|
const core::vector3df& gravityDirectionAndSpeed
|
|
= core::vector3df(0.0f, 0.0f, 0.0f)) = 0;
|
|
|
|
//! Returns a 3d ray which would go through the 2d screen coordinates.
|
|
/** \param pos: Screen coordinates in pixels.
|
|
\param camera: Camera from which the ray starts. If null, the
|
|
active camera is used.
|
|
\return Ray starting from the position of the camera and ending
|
|
at a length of the far value of the camera at a position which
|
|
would be behind the 2d screen coordinates. */
|
|
virtual core::line3d<f32> getRayFromScreenCoordinates(
|
|
const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
|
|
|
|
//! Calculates 2d screen position from a 3d position.
|
|
/** \param pos: 3D position in world space to be transformed
|
|
into 2d.
|
|
\param camera: Camera to be used. If null, the currently active
|
|
camera is used.
|
|
\param useViewPort: Calculate screen coordinates relative to
|
|
the current view port. Please note that unless the driver does
|
|
not take care of the view port, it is usually best to get the
|
|
result in absolute screen coordinates (flag=false).
|
|
\return 2d screen coordinates which a object in the 3d world
|
|
would have if it would be rendered to the screen. If the 3d
|
|
position is behind the camera, it is set to (-1000,-1000). In
|
|
most cases you can ignore this fact, because if you use this
|
|
method for drawing a decorator over a 3d object, it will be
|
|
clipped by the screen borders. */
|
|
virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
|
|
const core::vector3df& pos, const ICameraSceneNode* camera=0, bool useViewPort=false) = 0;
|
|
|
|
//! Gets the scene node, which is currently visible under the given screen coordinates, viewed from the currently active camera.
|
|
/** The collision tests are done using a bounding box for each
|
|
scene node. You can limit the recursive search so just all children of the specified root are tested.
|
|
\param pos: Position in pixel screen coordinates, under which
|
|
the returned scene node will be.
|
|
\param idBitMask: Only scene nodes with an id with bits set
|
|
like in this mask will be tested. If the BitMask is 0, this
|
|
feature is disabled.
|
|
Please note that the default node id of -1 will match with
|
|
every bitmask != 0
|
|
\param bNoDebugObjects: Doesn't take debug objects into account
|
|
when true. These are scene nodes with IsDebugObject() = true.
|
|
\param root If different from 0, the search is limited to the children of this node.
|
|
\return Visible scene node under screen coordinates with
|
|
matching bits in its id. If there is no scene node under this
|
|
position, 0 is returned. */
|
|
virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
|
|
s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
|
|
|
|
//! Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask.
|
|
/** The collision tests are done using a bounding box for each
|
|
scene node. The recursive search can be limited be specifying a scene node.
|
|
\param ray Line with which collisions are tested.
|
|
\param idBitMask Only scene nodes with an id which matches at
|
|
least one of the bits contained in this mask will be tested.
|
|
However, if this parameter is 0, then all nodes are checked.
|
|
\param bNoDebugObjects: Doesn't take debug objects into account when true. These
|
|
are scene nodes with IsDebugObject() = true.
|
|
\param root If different from 0, the search is limited to the children of this node.
|
|
\return Scene node nearest to ray.start, which collides with
|
|
the ray and matches the idBitMask, if the mask is not null. If
|
|
no scene node is found, 0 is returned. */
|
|
virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
|
|
s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
|
|
|
|
//! Get the scene node, which the given camera is looking at and whose id matches the bitmask.
|
|
/** A ray is simply cast from the position of the camera to
|
|
the view target position, and all scene nodes are tested
|
|
against this ray. The collision tests are done using a bounding
|
|
box for each scene node.
|
|
\param camera: Camera from which the ray is cast.
|
|
\param idBitMask: Only scene nodes with an id which matches at least one of the
|
|
bits contained in this mask will be tested. However, if this parameter is 0, then
|
|
all nodes are checked.
|
|
feature is disabled.
|
|
Please note that the default node id of -1 will match with
|
|
every bitmask != 0
|
|
\param bNoDebugObjects: Doesn't take debug objects into account
|
|
when true. These are scene nodes with IsDebugObject() = true.
|
|
\return Scene node nearest to the camera, which collides with
|
|
the ray and matches the idBitMask, if the mask is not null. If
|
|
no scene node is found, 0 is returned. */
|
|
virtual ISceneNode* getSceneNodeFromCameraBB(const ICameraSceneNode* camera,
|
|
s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
|
|
|
|
|
|
//! Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
|
|
/** This checks all scene nodes under the specified one, first by ray/bounding
|
|
box, and then by accurate ray/triangle collision, finding the nearest collision,
|
|
and the scene node containing it. It returns the node hit, and (via output
|
|
parameters) the position of the collision, and the triangle that was hit.
|
|
|
|
All scene nodes in the hierarchy tree under the specified node are checked. Only
|
|
nodes that are visible, with an ID that matches at least one bit in the supplied
|
|
bitmask, and which have a triangle selector are considered as candidates for being hit.
|
|
You do not have to build a meta triangle selector; the individual triangle selectors
|
|
of each candidate scene node are used automatically.
|
|
|
|
\param ray: Line with which collisions are tested.
|
|
\param outCollisionPoint: If a collision is detected, this will contain the
|
|
position of the nearest collision.
|
|
\param outTriangle: If a collision is detected, this will contain the triangle
|
|
with which the ray collided.
|
|
\param idBitMask: Only scene nodes with an id which matches at least one of the
|
|
bits contained in this mask will be tested. However, if this parameter is 0, then
|
|
all nodes are checked.
|
|
\param collisionRootNode: the scene node at which to begin checking. Only this
|
|
node and its children will be checked. If you want to check the entire scene,
|
|
pass 0, and the root scene node will be used (this is the default).
|
|
\param noDebugObjects: when true, debug objects are not considered viable targets.
|
|
Debug objects are scene nodes with IsDebugObject() = true.
|
|
\return Returns the scene node containing the hit triangle nearest to ray.start.
|
|
If no collision is detected, then 0 is returned. */
|
|
virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
|
|
SCollisionHit& hitResult,
|
|
const core::line3df& ray,
|
|
s32 idBitMask = 0,
|
|
ISceneNode * collisionRootNode = 0,
|
|
bool noDebugObjects = false) = 0;
|
|
|
|
//! Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
|
|
/** Works same as other getSceneNodeAndCollisionPointFromRay but returns less information.
|
|
(was written before the other getSceneNodeAndCollisionPointFromRay implementation).
|
|
\param ray: Line with which collisions are tested.
|
|
\param outCollisionPoint: If a collision is detected, this will contain the
|
|
position of the nearest collision.
|
|
\param outTriangle: If a collision is detected, this will contain the triangle
|
|
with which the ray collided.
|
|
\param idBitMask: Only scene nodes with an id which matches at least one of the
|
|
bits contained in this mask will be tested. However, if this parameter is 0, then
|
|
all nodes are checked.
|
|
\param collisionRootNode: the scene node at which to begin checking. Only this
|
|
node and its children will be checked. If you want to check the entire scene,
|
|
pass 0, and the root scene node will be used (this is the default).
|
|
\param noDebugObjects: when true, debug objects are not considered viable targets.
|
|
Debug objects are scene nodes with IsDebugObject() = true.
|
|
\return Returns the scene node containing the hit triangle nearest to ray.start.
|
|
If no collision is detected, then 0 is returned. */
|
|
virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
|
|
const core::line3df& ray,
|
|
core::vector3df& outCollisionPoint,
|
|
core::triangle3df& outTriangle,
|
|
s32 idBitMask = 0,
|
|
ISceneNode * collisionRootNode = 0,
|
|
bool noDebugObjects = false)
|
|
{
|
|
SCollisionHit hitResult;
|
|
ISceneNode* node = getSceneNodeAndCollisionPointFromRay(hitResult, ray, idBitMask, collisionRootNode, noDebugObjects);
|
|
if ( node )
|
|
{
|
|
outCollisionPoint = hitResult.Intersection;
|
|
outTriangle = hitResult.Triangle;
|
|
}
|
|
return node;
|
|
}
|
|
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|