1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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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 | using namespace std; |
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29 | |
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30 | |
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31 | /** |
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32 | * standard constructor |
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33 | * @todo this constructor is not jet implemented - do it |
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34 | */ |
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35 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) |
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36 | { |
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37 | this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); |
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38 | |
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39 | this->owner = owner; |
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40 | this->type = type; |
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41 | |
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42 | this->bCollided = false; |
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43 | this->bDispatched = false; |
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44 | |
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45 | this->collisionReaction = NULL; |
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46 | this->bContinuousPoll = true; |
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47 | this->bStopOnFirstCollision = false; |
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48 | |
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49 | |
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50 | switch( type) |
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51 | { |
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52 | case CREngine::CR_PHYSICS_STEP_BACK: |
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53 | // this->collisionReaction = new CRPhysicsGroundWalk(); |
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54 | this->bContinuousPoll = true; |
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55 | break; |
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56 | case CREngine::CR_PHYSICS_GROUND_WALK: |
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57 | this->collisionReaction = new CRPhysicsGroundWalk(); |
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58 | break; |
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59 | case CREngine::CR_OBJECT_DAMAGE: |
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60 | this->collisionReaction = new CRObjectDamage(); |
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61 | this->bStopOnFirstCollision = true; |
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62 | break; |
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63 | default: |
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64 | break; |
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65 | }; |
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66 | } |
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67 | |
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68 | |
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69 | /** |
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70 | * standard deconstructor |
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71 | */ |
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72 | CollisionHandle::~CollisionHandle () |
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73 | { |
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74 | // delete what has to be deleted here |
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75 | if( this->collisionReaction != NULL) |
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76 | delete this->collisionReaction; |
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77 | } |
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78 | |
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79 | /** |
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80 | * restores the CollisionHandle to its initial state |
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81 | */ |
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82 | void CollisionHandle::reset() |
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83 | { |
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84 | this->flushCollisions(); |
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85 | } |
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86 | |
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87 | |
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88 | /** |
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89 | * add more filter targets to this collision handle |
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90 | * @param classID the classid to look for |
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91 | */ |
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92 | void CollisionHandle::addTarget(long target) |
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93 | { |
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94 | // make sure there is no dublicate |
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95 | std::vector<long>::iterator it = this->targetList.begin(); |
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96 | for( ; it < this->targetList.end(); it++) |
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97 | if( (*it) == target) |
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98 | return; |
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99 | |
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100 | // add element |
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101 | PRINTF(0)("addTarget: %i \n", target); |
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102 | this->targetList.push_back(target); |
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103 | } |
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104 | |
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105 | |
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106 | /** |
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107 | * registers a new Collision Object |
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108 | * @param entityA WorldEntity A of the collision |
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109 | * @param entityB WorldEntity B of the collision |
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110 | * if a there is already a collision object with the same stats |
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111 | * registration will be skipped and the last collision object is returned |
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112 | */ |
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113 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) |
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114 | { |
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115 | //first get the collision object, multiple sources |
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116 | Collision* c; |
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117 | if( this->collisionList.empty() || |
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118 | ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { |
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119 | c = CREngine::getInstance()->popCollisionObject(); |
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120 | c->collide(entityA, entityB); |
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121 | this->collisionList.push_back(c); |
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122 | |
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123 | // now register it as a shared collision with the other collision entity |
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124 | CollisionHandle* ch = entityB->getCollisionHandle(this->type); |
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125 | if( ch != NULL) |
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126 | ch->registerSharedCollision(c); |
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127 | } |
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128 | else |
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129 | c = this->collisionList.back(); |
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130 | |
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131 | return c; |
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132 | } |
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133 | |
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134 | |
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135 | /** |
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136 | * register a Collision to the Collision handle. |
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137 | * @param collision the collision object to register |
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138 | * |
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139 | * This is used for internal collision registration: sharing the collision objects between Collision Reactions |
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140 | * Therefore dispatching it only once |
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141 | */ |
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142 | void CollisionHandle::registerSharedCollision(Collision* collision) |
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143 | { |
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144 | // fist check if we are listening for this Collision |
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145 | if( !this->filterCollision(collision)) |
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146 | return; |
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147 | |
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148 | // set the state to not dispatched |
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149 | this->bDispatched = false; |
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150 | this->bCollided = true; |
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151 | collision->setEntityBCollide(true); |
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152 | |
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153 | this->collisionList.push_back(collision); |
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154 | } |
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155 | |
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156 | |
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157 | /** |
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158 | * this is the function to be called on a collision event for this handle |
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159 | * @param collision the collision objects containing all collision informations |
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160 | */ |
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161 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) |
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162 | { |
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163 | if( !this->filterCollisionEvent(collisionEvent)) |
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164 | return; |
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165 | |
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166 | // set the state to not dispatched |
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167 | this->bDispatched = false; |
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168 | this->bCollided = true; |
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169 | |
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170 | // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object |
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171 | Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); |
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172 | c->setEntityACollide(true); |
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173 | |
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174 | c->registerCollisionEvent(collisionEvent); |
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175 | PRINTF(0)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName()); |
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176 | } |
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177 | |
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178 | |
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179 | /** |
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180 | * flushes the collision list |
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181 | */ |
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182 | void CollisionHandle::flushCollisions() |
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183 | { |
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184 | this->collisionList.clear(); |
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185 | } |
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186 | |
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187 | |
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188 | /** |
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189 | * handles the collisions and react according to algorithm |
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190 | */ |
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191 | void CollisionHandle::handleCollisions() |
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192 | { |
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193 | // collision reaction calculations (for every collision there will be a reaction) |
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194 | vector<Collision*>::iterator it = this->collisionList.begin(); |
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195 | for(; it < this->collisionList.end(); it++) { |
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196 | if( !(*it)->isDispatched()) |
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197 | { |
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198 | this->collisionReaction->reactToCollision(*it); |
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199 | (*it)->flushCollisionEvents(); |
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200 | } |
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201 | } |
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202 | |
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203 | // now set state to dispatched |
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204 | this->bDispatched = true; |
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205 | this->bCollided = false; |
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206 | |
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207 | this->flushCollisions(); |
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208 | } |
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209 | |
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210 | |
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211 | /** |
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212 | * filter out the CollisionEvents that are not wanted |
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213 | * @param collisionEvent the collision event to filter |
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214 | */ |
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215 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) |
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216 | { |
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217 | vector<long>::iterator it = this->targetList.begin(); |
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218 | for(; it < this->targetList.end(); it++) |
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219 | { |
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220 | if( collisionEvent->getEntityA() == this->owner) { |
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221 | if( collisionEvent->getEntityA()->isA((ClassID)(*it))) |
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222 | return true; } |
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223 | else { |
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224 | if( collisionEvent->getEntityB()->isA((ClassID)(*it))) |
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225 | return true; } |
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226 | } |
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227 | |
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228 | return false; |
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229 | } |
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230 | |
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231 | |
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232 | /** |
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233 | * filter Collisions that are not wanted to be reacted to |
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234 | * @param collision the collision object to filter |
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235 | */ |
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236 | bool CollisionHandle::filterCollision(Collision* collision) |
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237 | { |
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238 | vector<long>::iterator it = this->targetList.begin(); |
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239 | for(; it < this->targetList.end(); it++) |
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240 | { |
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241 | if( collision->getEntityA() == this->owner) { |
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242 | if( collision->getEntityA()->isA((ClassID)(*it))) |
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243 | return true; } |
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244 | else { |
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245 | if( collision->getEntityB()->isA((ClassID)(*it))) |
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246 | return true; } |
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247 | } |
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248 | |
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249 | return false; |
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250 | } |
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251 | |
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252 | |
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253 | |
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254 | |
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255 | |
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256 | |
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257 | |
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