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66dcb86e5f
Avoids lots of const casts and there shouldn't be a good reason to have those non-const. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6396 dfc29bdd-3216-0410-991c-e03cc46cb475
285 lines
14 KiB
C++
285 lines
14 KiB
C++
// 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 IRR_I_SCENE_COLLISION_MANAGER_H_INCLUDED
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#define IRR_I_SCENE_COLLISION_MANAGER_H_INCLUDED
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#include "IReferenceCounted.h"
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#include "vector3d.h"
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#include "triangle3d.h"
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#include "position2d.h"
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#include "line3d.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 ISceneNode;
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class ICameraSceneNode;
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class ITriangleSelector;
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class IMeshBuffer;
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struct SCollisionHit
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{
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//! Point of collision
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core::vector3df Intersection;
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//! Triangle with which we collided
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core::triangle3df Triangle;
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//! Triangle selector which contained the colliding triangle (useful when having MetaTriangleSelector)
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const ITriangleSelector* TriangleSelector;
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//! Node which contained the triangle (is 0 when selector doesn't have that information)
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ISceneNode* Node;
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//! Meshbuffer which contained the triangle (is 0 when the selector doesn't have that information, only works when selectors are created per meshbuffer)
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const IMeshBuffer* MeshBuffer;
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//! Index of selected material of the triangle in the SceneNode. Usually only valid when MeshBuffer is also set, otherwise always 0
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irr::u32 MaterialIndex;
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SCollisionHit() : TriangleSelector(0), Node(0), MeshBuffer(0), MaterialIndex(0)
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{}
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};
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//! The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
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class ISceneCollisionManager : public virtual IReferenceCounted
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{
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public:
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//! Finds the nearest collision point of a line and lots of triangles, if there is one.
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/** \param hitResult: Contains collision result when there was a collision detected.
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\param ray: Line with which collisions are tested.
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\param selector: TriangleSelector to be used for the collision check.
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\return true if a collision was detected and false if not. */
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virtual bool getCollisionPoint(SCollisionHit& hitResult, const core::line3d<f32>& ray,
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ITriangleSelector* selector) = 0;
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//! Finds the nearest collision point of a line and lots of triangles, if there is one.
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/** \param ray: Line with which collisions are tested.
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\param selector: TriangleSelector containing the triangles. It
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can be created for example using
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ISceneManager::createTriangleSelector() or
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ISceneManager::createTriangleOctreeSelector().
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\param outCollisionPoint: If a collision is detected, this will
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contain the position of the nearest collision to the line-start.
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\param outTriangle: If a collision is detected, this will
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contain the triangle with which the ray collided.
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\param outNode: If a collision is detected, this will contain
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the scene node associated with the triangle that was hit.
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\return True if a collision was detected and false if not. */
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virtual bool getCollisionPoint(const core::line3d<f32>& ray,
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ITriangleSelector* selector, core::vector3df& outCollisionPoint,
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core::triangle3df& outTriangle, ISceneNode*& outNode)
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{
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SCollisionHit hitResult;
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if ( getCollisionPoint(hitResult, ray, selector) )
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{
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outCollisionPoint = hitResult.Intersection;
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outTriangle = hitResult.Triangle;
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outNode = hitResult.Node;
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return true;
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}
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return false;
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}
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//! Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid.
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/** This can be used for moving a character in a 3d world: The
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character will slide at walls and is able to walk up stairs.
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The method used how to calculate the collision result position
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is based on the paper "Improved Collision detection and
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Response" by Kasper Fauerby.
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\param selector: TriangleSelector containing the triangles of
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the world. It can be created for example using
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ISceneManager::createTriangleSelector() or
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ISceneManager::createTriangleOctreeSelector().
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\param ellipsoidPosition: Position of the ellipsoid.
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\param ellipsoidRadius: Radius of the ellipsoid.
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\param ellipsoidDirectionAndSpeed: Direction and speed of the
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movement of the ellipsoid.
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\param triout: Optional parameter where the last triangle
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causing a collision is stored, if there is a collision.
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\param hitPosition: Return value for the position of the collision
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\param outFalling: Is set to true if the ellipsoid is falling
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down, caused by gravity.
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\param outNode: the node with which the ellipsoid collided (if any)
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\param slidingSpeed: DOCUMENTATION NEEDED.
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\param gravityDirectionAndSpeed: Direction and force of gravity.
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\return New position of the ellipsoid. */
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virtual core::vector3df getCollisionResultPosition(
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ITriangleSelector* selector,
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const core::vector3df &ellipsoidPosition,
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const core::vector3df& ellipsoidRadius,
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const core::vector3df& ellipsoidDirectionAndSpeed,
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core::triangle3df& triout,
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core::vector3df& hitPosition,
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bool& outFalling,
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ISceneNode*& outNode,
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f32 slidingSpeed = 0.0005f,
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const core::vector3df& gravityDirectionAndSpeed
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= core::vector3df(0.0f, 0.0f, 0.0f)) = 0;
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//! Returns a 3d ray which would go through the 2d screen coordinates.
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/** \param pos: Screen coordinates in pixels.
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\param camera: Camera from which the ray starts. If null, the
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active camera is used.
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\return Ray starting from the position of the camera and ending
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at a length of the far value of the camera at a position which
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would be behind the 2d screen coordinates. */
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virtual core::line3d<f32> getRayFromScreenCoordinates(
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const core::position2d<s32>& pos, const ICameraSceneNode* camera = 0) = 0;
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//! Calculates 2d screen position from a 3d position.
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/** \param pos: 3D position in world space to be transformed
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into 2d.
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\param camera: Camera to be used. If null, the currently active
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camera is used.
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\param useViewPort: Calculate screen coordinates relative to
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the current view port. Please note that unless the driver does
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not take care of the view port, it is usually best to get the
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result in absolute screen coordinates (flag=false).
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\return 2d screen coordinates which a object in the 3d world
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would have if it would be rendered to the screen. If the 3d
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position is behind the camera, it is set to (-1000,-1000). In
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most cases you can ignore this fact, because if you use this
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method for drawing a decorator over a 3d object, it will be
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clipped by the screen borders. */
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virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
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const core::vector3df& pos, const ICameraSceneNode* camera=0, bool useViewPort=false) = 0;
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//! Gets the scene node, which is currently visible under the given screen coordinates, viewed from the currently active camera.
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/** The collision tests are done using a bounding box for each
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scene node. You can limit the recursive search so just all children of the specified root are tested.
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\param pos: Position in pixel screen coordinates, under which
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the returned scene node will be.
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\param idBitMask: Only scene nodes with an id with bits set
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like in this mask will be tested. If the BitMask is 0, this
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feature is disabled.
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Please note that the default node id of -1 will match with
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every bitmask != 0
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\param bNoDebugObjects: Doesn't take debug objects into account
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when true. These are scene nodes with IsDebugObject() = true.
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\param root If different from 0, the search is limited to the children of this node.
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\return Visible scene node under screen coordinates with
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matching bits in its id. If there is no scene node under this
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position, 0 is returned. */
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virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
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s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
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//! Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask.
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/** The collision tests are done using a bounding box for each
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scene node. The recursive search can be limited be specifying a scene node.
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\param ray Line with which collisions are tested.
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\param idBitMask Only scene nodes with an id which matches at
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least one of the bits contained in this mask will be tested.
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However, if this parameter is 0, then all nodes are checked.
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\param bNoDebugObjects: Doesn't take debug objects into account when true. These
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are scene nodes with IsDebugObject() = true.
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\param root If different from 0, the search is limited to the children of this node.
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\return Scene node nearest to ray.start, which collides with
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the ray and matches the idBitMask, if the mask is not null. If
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no scene node is found, 0 is returned. */
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virtual ISceneNode* getSceneNodeFromRayBB(const core::line3d<f32>& ray,
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s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
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//! Get the scene node, which the given camera is looking at and whose id matches the bitmask.
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/** A ray is simply cast from the position of the camera to
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the view target position, and all scene nodes are tested
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against this ray. The collision tests are done using a bounding
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box for each scene node.
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\param camera: Camera from which the ray is cast.
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\param idBitMask: Only scene nodes with an id which matches at least one of the
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bits contained in this mask will be tested. However, if this parameter is 0, then
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all nodes are checked.
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feature is disabled.
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Please note that the default node id of -1 will match with
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every bitmask != 0
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\param bNoDebugObjects: Doesn't take debug objects into account
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when true. These are scene nodes with IsDebugObject() = true.
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\return Scene node nearest to the camera, which collides with
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the ray and matches the idBitMask, if the mask is not null. If
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no scene node is found, 0 is returned. */
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virtual ISceneNode* getSceneNodeFromCameraBB(const ICameraSceneNode* camera,
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s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
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//! Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
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/** This checks all scene nodes under the specified one, first by ray/bounding
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box, and then by accurate ray/triangle collision, finding the nearest collision,
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and the scene node containing it. It returns the node hit, and (via output
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parameters) the position of the collision, and the triangle that was hit.
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All scene nodes in the hierarchy tree under the specified node are checked. Only
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nodes that are visible, with an ID that matches at least one bit in the supplied
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bitmask, and which have a triangle selector are considered as candidates for being hit.
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You do not have to build a meta triangle selector; the individual triangle selectors
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of each candidate scene node are used automatically.
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\param ray: Line with which collisions are tested.
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\param outCollisionPoint: If a collision is detected, this will contain the
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position of the nearest collision.
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\param outTriangle: If a collision is detected, this will contain the triangle
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with which the ray collided.
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\param idBitMask: Only scene nodes with an id which matches at least one of the
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bits contained in this mask will be tested. However, if this parameter is 0, then
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all nodes are checked.
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\param collisionRootNode: the scene node at which to begin checking. Only this
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node and its children will be checked. If you want to check the entire scene,
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pass 0, and the root scene node will be used (this is the default).
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\param noDebugObjects: when true, debug objects are not considered viable targets.
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Debug objects are scene nodes with IsDebugObject() = true.
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\return Returns the scene node containing the hit triangle nearest to ray.start.
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If no collision is detected, then 0 is returned. */
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virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
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SCollisionHit& hitResult,
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const core::line3df& ray,
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s32 idBitMask = 0,
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ISceneNode * collisionRootNode = 0,
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bool noDebugObjects = false) = 0;
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//! Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
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/** Works same as other getSceneNodeAndCollisionPointFromRay but returns less information.
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(was written before the other getSceneNodeAndCollisionPointFromRay implementation).
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\param ray: Line with which collisions are tested.
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\param outCollisionPoint: If a collision is detected, this will contain the
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position of the nearest collision.
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\param outTriangle: If a collision is detected, this will contain the triangle
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with which the ray collided.
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\param idBitMask: Only scene nodes with an id which matches at least one of the
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bits contained in this mask will be tested. However, if this parameter is 0, then
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all nodes are checked.
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\param collisionRootNode: the scene node at which to begin checking. Only this
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node and its children will be checked. If you want to check the entire scene,
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pass 0, and the root scene node will be used (this is the default).
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\param noDebugObjects: when true, debug objects are not considered viable targets.
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Debug objects are scene nodes with IsDebugObject() = true.
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\return Returns the scene node containing the hit triangle nearest to ray.start.
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If no collision is detected, then 0 is returned. */
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virtual ISceneNode* getSceneNodeAndCollisionPointFromRay(
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const core::line3df& ray,
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core::vector3df& outCollisionPoint,
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core::triangle3df& outTriangle,
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s32 idBitMask = 0,
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ISceneNode * collisionRootNode = 0,
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bool noDebugObjects = false)
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{
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SCollisionHit hitResult;
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ISceneNode* node = getSceneNodeAndCollisionPointFromRay(hitResult, ray, idBitMask, collisionRootNode, noDebugObjects);
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if ( node )
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{
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outCollisionPoint = hitResult.Intersection;
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outTriangle = hitResult.Triangle;
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}
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return node;
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}
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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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