123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171 |
- // 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 IRR_I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED
- #define IRR_I_SCENE_NODE_ANIMATOR_COLLISION_RESPONSE_H_INCLUDED
- #include "ISceneNode.h"
- namespace irr
- {
- namespace scene
- {
- class ISceneNodeAnimatorCollisionResponse;
- //! Callback interface for catching events of collisions.
- /** Implement this interface and use
- ISceneNodeAnimatorCollisionResponse::setCollisionCallback to be able to
- be notified if a collision has occurred.
- **/
- class ICollisionCallback : public virtual IReferenceCounted
- {
- public:
- //! Will be called when a collision occurs.
- /** See ISceneNodeAnimatorCollisionResponse::setCollisionCallback for more information.
- \param animator: Collision response animator in which the collision occurred. You can call
- this animator's methods to find the node, collisionPoint and/or collision triangle.
- \retval true if the collision was handled in the animator. The animator's target
- node will *not* be stopped at the collision point, but will instead move fully
- to the location that triggered the collision check.
- \retval false if the collision was not handled in the animator. The animator's
- target node will be moved to the collision position.
- */
- virtual bool onCollision(const ISceneNodeAnimatorCollisionResponse& animator) = 0;
- };
- //! Special scene node animator for doing automatic collision detection and response.
- /** This scene node animator can be attached to any single scene node
- and will then prevent it from moving through specified collision geometry
- (e.g. walls and floors of the) world, as well as having it fall under gravity.
- This animator provides a simple implementation of first person shooter cameras.
- Attach it to a camera, and the camera will behave as the player control in a
- first person shooter game: The camera stops and slides at walls, walks up stairs,
- falls down if there is no floor under it, and so on.
- The animator will treat any change in the position of its target scene
- node as movement, including a setPosition(), as movement. If you want to
- teleport the target scene node manually to a location without it being effected
- by collision geometry, then call setTargetNode(node) after calling node->setPosition().
- */
- class ISceneNodeAnimatorCollisionResponse : public ISceneNodeAnimator
- {
- public:
- //! Destructor
- virtual ~ISceneNodeAnimatorCollisionResponse() {}
- //! Check if the attached scene node is falling.
- /** Falling means that there is no blocking wall from the scene
- node in the direction of the gravity. The implementation of
- this method is very fast, no collision detection is done when
- invoking it.
- \return True if the scene node is falling, false if not. */
- virtual bool isFalling() const = 0;
- //! Sets the radius of the ellipsoid for collision detection and response.
- /** If you have a scene node, and you are unsure about how big
- the radius should be, you could use the following code to
- determine it:
- \code
- core::aabbox<f32> box = yourSceneNode->getBoundingBox();
- core::vector3df radius = box.MaxEdge - box.getCenter();
- \endcode
- \param radius: New radius of the ellipsoid. */
- virtual void setEllipsoidRadius(const core::vector3df& radius) = 0;
- //! Returns the radius of the ellipsoid for collision detection and response.
- /** \return Radius of the ellipsoid. */
- virtual core::vector3df getEllipsoidRadius() const = 0;
- //! Sets the gravity of the environment.
- /** A good example value would be core::vector3df(0,-100.0f,0)
- for letting gravity affect all object to fall down. For bigger
- gravity, make increase the length of the vector. You can
- disable gravity by setting it to core::vector3df(0,0,0);
- \param gravity: New gravity vector. */
- virtual void setGravity(const core::vector3df& gravity) = 0;
- //! Get current vector of gravity.
- //! \return Gravity vector. */
- virtual core::vector3df getGravity() const = 0;
- //! 'Jump' the animator, by adding a jump speed opposite to its gravity
- /** \param jumpSpeed The initial speed of the jump; the velocity will be opposite
- to this animator's gravity vector. */
- virtual void jump(f32 jumpSpeed) = 0;
- //! Should the Target react on collision ( default = true )
- virtual void setAnimateTarget ( bool enable ) = 0;
- virtual bool getAnimateTarget () const = 0;
- //! Set translation of the collision ellipsoid.
- /** By default, the ellipsoid for collision detection is
- created around the center of the scene node, which means that
- the ellipsoid surrounds it completely. If this is not what you
- want, you may specify a translation for the ellipsoid.
- \param translation: Translation of the ellipsoid relative
- to the position of the scene node. */
- virtual void setEllipsoidTranslation(const core::vector3df &translation) = 0;
- //! Get the translation of the ellipsoid for collision detection.
- /** See
- ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation()
- for more details.
- \return Translation of the ellipsoid relative to the position
- of the scene node. */
- virtual core::vector3df getEllipsoidTranslation() const = 0;
- //! Sets a triangle selector holding all triangles of the world with which the scene node may collide.
- /** \param newWorld: New triangle selector containing triangles
- to let the scene node collide with. */
- virtual void setWorld(ITriangleSelector* newWorld) = 0;
- //! Get the current triangle selector containing all triangles for collision detection.
- virtual ITriangleSelector* getWorld() const = 0;
- //! Set the single node that this animator will act on.
- /** \param node The new target node. Setting this will force the animator to update
- its last target position for the node, allowing setPosition() to teleport
- the node through collision geometry. */
- virtual void setTargetNode(ISceneNode * node) = 0;
- //! Gets the single node that this animator is acting on.
- /** \return The node that this animator is acting on. */
- virtual ISceneNode* getTargetNode(void) const = 0;
- //! Returns true if a collision occurred during the last animateNode()
- virtual bool collisionOccurred() const = 0;
- //! Returns the last point of collision.
- virtual const core::vector3df & getCollisionPoint() const = 0;
- //! Returns the last triangle that caused a collision
- virtual const core::triangle3df & getCollisionTriangle() const = 0;
- //! Returns the position that the target node will be moved to, unless the collision is consumed in a callback.
- /**
- If you have a collision callback registered, and it consumes the collision, then the
- node will ignore the collision and will not stop at this position. Instead, it will
- move fully to the position that caused the collision to occur. */
- virtual const core::vector3df & getCollisionResultPosition(void) const = 0;
- //! Returns the node that was collided with.
- virtual ISceneNode* getCollisionNode(void) const = 0;
- //! Sets a callback interface which will be called if a collision occurs.
- /** \param callback: collision callback handler that will be called when a collision
- occurs. Set this to 0 to disable the callback.
- */
- virtual void setCollisionCallback(ICollisionCallback* callback) = 0;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
|