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source: orxonox.OLD/branches/cr/src/lib/collision_reaction/collision_handle.cc @ 8166

Last change on this file since 8166 was 8166, checked in by patrick, 18 years ago

cr: more bugs found. its amazing

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_COLLISION_REACTION
16
17#include "collision_handle.h"
18
19#include "world_entity.h"
20
21#include "collision.h"
22#include "collision_event.h"
23#include "collision_reaction.h"
24
25#include "cr_object_damage.h"
26
27using namespace std;
28
29
30/**
31 * standard constructor
32 * @todo this constructor is not jet implemented - do it
33*/
34CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type)
35{
36  this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle");
37
38  this->owner = owner;
39  this->type = type;
40
41  this->bCollided = false;
42  this->bDispatched = false;
43
44  if( this->type == CREngine::CR_PHYSICS_STEP_BACK)
45    this->bContinuousPoll = false;
46  else
47    this->bContinuousPoll = true;
48
49  if( this->type == CREngine::CR_OBJECT_DAMAGE)
50    this->bStopOnFirstCollision = true;
51  else
52   this->bStopOnFirstCollision = false;
53
54  switch( type)
55  {
56    case CREngine::CR_OBJECT_DAMAGE:
57      this->collisionReaction = new CRObjectDamage();
58      break;
59    default:
60      break;
61  };
62}
63
64
65/**
66 * standard deconstructor
67*/
68CollisionHandle::~CollisionHandle ()
69{
70  // delete what has to be deleted here
71}
72
73/**
74 * restores the CollisionHandle to its initial state
75 */
76void CollisionHandle::reset()
77{
78  this->flushCollisions();
79}
80
81
82/**
83 * add more filter targets to this collision handle
84 *  @param classID the classid to look for
85 */
86void CollisionHandle::addTarget(long target)
87{
88  // make sure there is no dublicate
89  std::vector<long>::iterator it = this->targetList.begin();
90  for( ; it < this->targetList.end(); it++)
91    if( (*it) == target)
92      return;
93
94  // add element
95   PRINTF(0)("addTarget: %i \n", target);
96   this->targetList.push_back(target);
97}
98
99
100/**
101 * registers a new Collision Object
102 *  @param entityA WorldEntity A of the collision
103 *  @param entityB WorldEntity B of the collision
104 * if a there is already a collision object with the same stats
105 * registration will be skipped and the last collision object is returned
106 */
107Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB)
108{
109  //first get the collision object, multiple sources
110  Collision* c;
111  if( this->collisionList.empty() ||
112      ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) {
113    c = CREngine::getInstance()->popCollisionObject();
114    c->collide(entityA, entityB);
115    this->collisionList.push_back(c);
116  }
117  else
118    c = this->collisionList.back();
119
120  assert( c->getEntityA() != NULL);
121  assert( c->getEntityB() != NULL);
122
123  // now register it as a shared collision with the other collision entity
124  CollisionHandle* ch = entityB->getCollisionHandle(this->type);
125  if( ch != NULL)
126    ch->registerSharedCollision(c);
127
128  return c;
129}
130
131
132/**
133 * register a Collision to the Collision handle.
134 *  @param collision the collision object to register
135 *
136 * This is used for internal collision registration: sharing the collision objects between Collision Reactions
137 * Therefore dispatching it only once
138 */
139void CollisionHandle::registerSharedCollision(Collision* collision)
140{
141  // fist check if we are listening for this Collision
142  if( !this->filterCollision(collision))
143    return;
144
145  // set the state to not dispatched
146  this->bDispatched = false;
147  this->bCollided = true;
148  collision->setEntityBCollide(true);
149
150  this->collisionList.push_back(collision);
151}
152
153
154/**
155 * this is the function to be called on a collision event for this handle
156 *  @param collision the collision objects containing all collision informations
157 */
158void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent)
159{
160  if( !this->filterCollisionEvent(collisionEvent))
161    return;
162
163  // set the state to not dispatched
164  this->bDispatched = false;
165  this->bCollided = true;
166
167  // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object
168 Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB());
169 c->setEntityACollide(true);
170
171 c->registerCollisionEvent(collisionEvent);
172}
173
174
175/**
176 * flushes the collision list
177 */
178void CollisionHandle::flushCollisions()
179{
180  this->collisionList.clear();
181}
182
183
184/**
185 * handles the collisions and react according to algorithm
186 */
187void CollisionHandle::handleCollisions()
188{
189  // collision reaction calculations (for every collision there will be a reaction)
190  vector<Collision*>::iterator it = this->collisionList.begin();
191  for(; it < this->collisionList.end(); it++) {
192    this->collisionReaction->reactToCollision(*it);
193    (*it)->flushCollisionEvents();
194  }
195
196  // now set state to dispatched
197  this->bDispatched = true;
198  this->bCollided = false;
199
200  this->flushCollisions();
201}
202
203
204/**
205 * filter out the CollisionEvents that are not wanted
206 *  @param collisionEvent the collision event to filter
207 */
208bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent)
209{
210  vector<long>::iterator it = this->targetList.begin();
211  for(; it < this->targetList.end(); it++)
212  {
213    if( collisionEvent->getEntityA() == this->owner) {
214      if( collisionEvent->getEntityA()->isA((ClassID)(*it)))
215        return true; }
216    else {
217      if( collisionEvent->getEntityB()->isA((ClassID)(*it)))
218        return true; }
219  }
220
221  return false;
222}
223
224
225/**
226 * filter Collisions that are not wanted to be reacted to
227 *  @param collision the collision object to filter
228 */
229bool CollisionHandle::filterCollision(Collision* collision)
230{
231  vector<long>::iterator it = this->targetList.begin();
232  for(; it < this->targetList.end(); it++)
233  {
234    if( collision->getEntityA() == this->owner) {
235      if( collision->getEntityA()->isA((ClassID)(*it)))
236        return true; }
237      else {
238        if( collision->getEntityB()->isA((ClassID)(*it)))
239          return true; }
240  }
241
242  return false;
243}
244
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