1 | /*! |
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2 | * @file collision.h |
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3 | * Definition of a collision relation of two WorldEntities |
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4 | * |
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5 | * Is shared between two WorldEntity's CollisionHandles if both are subscribed to this event. In this case only one |
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6 | * of the two CollisionHandles will calculate the CollisionReaction and the bDispatched flag will be set afterwards |
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7 | * to signal that it's already cared about and should be ignored. |
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8 | * |
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9 | * The collisions itself are saved in this container (CollisionEvent). Since there can be multiple collision events |
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10 | * for one collision. Imagine: two objects are intersecting (this throws a Collision): many collision boxes will fire |
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11 | * each of this boxes will "create" a CollisionEvent. |
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12 | */ |
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13 | |
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14 | #ifndef _COLLISION_H |
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15 | #define _COLLISION_H |
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16 | |
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17 | #include "vector.h" |
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18 | #include <vector> |
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19 | |
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20 | |
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21 | |
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22 | class WorldEntity; |
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23 | class BoundingVolume; |
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24 | |
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25 | namespace CoRe |
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26 | { |
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27 | |
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28 | class CollisionEvent; |
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29 | |
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30 | //! A class representing a simple collision |
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31 | class Collision |
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32 | { |
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33 | |
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34 | typedef std::vector<CollisionEvent*> CollisionVector; //!< the vector containing all collision events |
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35 | typedef std::vector<CollisionEvent*>::iterator Iterator; //!< iterator definition |
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36 | typedef std::vector<CollisionEvent*>::const_iterator ConstIterator; //!< constant iterator definition |
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37 | |
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38 | |
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39 | public: |
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40 | |
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41 | Collision(); |
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42 | virtual ~Collision(); |
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43 | |
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44 | /** collides two WorldEntities @param entityA world entity A, @param entityB world entity B, @param bvA volume A @param bvB volumeB */ |
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45 | inline void collide(WorldEntity* entityA, WorldEntity* entityB) { this->_entityA = entityA; this->_entityB = entityB; } |
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46 | |
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47 | |
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48 | /* list stuff */ |
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49 | public: |
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50 | |
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51 | /** registers a @param event CollisionEvent to take place */ |
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52 | inline void registerCollisionEvent(CollisionEvent* event) { this->_collisionEvents.push_back(event); } |
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53 | |
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54 | void reset(); |
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55 | |
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56 | |
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57 | /** @returns iterator pointing to the beginning of the collision event vector */ |
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58 | inline Iterator begin() { return this->_collisionEvents.begin(); } |
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59 | /** @returns const iterator pointing to the beginning of the collision event vector */ |
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60 | inline ConstIterator begin() const { return this->_collisionEvents.begin(); } |
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61 | /** @returns iterator pointing to the end of the collision event vector */ |
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62 | inline Iterator end() { return this->_collisionEvents.end(); } |
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63 | /** @returns const iterator pointing to the end of the collision event vector */ |
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64 | inline ConstIterator end() const { return this->_collisionEvents.end(); } |
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65 | |
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66 | |
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67 | /* misc interface functions */ |
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68 | public: |
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69 | /** @return Collision WorldEntity A */ |
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70 | inline WorldEntity* getEntityA() const { return this->_entityA; } |
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71 | /** @return Collision WorldEntity B */ |
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72 | inline WorldEntity* getEntityB() const { return this->_entityB; } |
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73 | inline bool match(const WorldEntity& entityA, WorldEntity& entityB) const { |
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74 | return ((this->_entityA == &entityA && this->_entityB == &entityB) || (this->_entityA == &entityB && this->_entityB == &entityA)); } |
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75 | |
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76 | /** @return true if Entity A collides */ |
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77 | inline bool isEntityACollide() const { return this->_entityACollide; } |
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78 | /** sets the flag if it reacts @param flag true if it should react on entityA*/ |
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79 | inline void setEntityACollide(bool flag) { this->_entityACollide = flag; } |
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80 | /** @return true if Entity B collides */ |
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81 | inline bool isEntityBCollide() const { return this->_entityBCollide; } |
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82 | /** sets the flag if it reacts @param flag true if it should react on entityB*/ |
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83 | inline void setEntityBCollide(bool flag) { this->_entityACollide = flag; } |
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84 | |
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85 | |
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86 | private: |
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87 | WorldEntity* _entityA; //!< the collision body A |
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88 | WorldEntity* _entityB; //!< the collision body B |
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89 | bool _entityACollide; //!< true if entity A is subscribed for collision reaction |
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90 | bool _entityBCollide; //!< true if entity B is subscribed for collision reaction |
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91 | |
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92 | CollisionVector _collisionEvents; //!< the collision event list |
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93 | |
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94 | }; |
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95 | } |
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96 | |
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97 | #endif /* _COLLISION_H */ |
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