1 | /* |
---|
2 | orxonox - the future of 3D-vertical-scrollersf |
---|
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 | #include "cr_physics_ground_walk.h" |
---|
27 | |
---|
28 | #include "debug.h" |
---|
29 | |
---|
30 | using namespace std; |
---|
31 | |
---|
32 | |
---|
33 | /** |
---|
34 | * standard constructor |
---|
35 | * @todo this constructor is not jet implemented - do it |
---|
36 | */ |
---|
37 | CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type) |
---|
38 | { |
---|
39 | this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle"); |
---|
40 | |
---|
41 | this->owner = owner; |
---|
42 | this->type = type; |
---|
43 | |
---|
44 | this->bCollided = false; |
---|
45 | this->bDispatched = true; |
---|
46 | |
---|
47 | this->collisionReaction = NULL; |
---|
48 | this->bContinuousPoll = false; |
---|
49 | this->bStopOnFirstCollision = false; |
---|
50 | |
---|
51 | |
---|
52 | switch( type) |
---|
53 | { |
---|
54 | case CREngine::CR_PHYSICS_STEP_BACK: |
---|
55 | // this->collisionReaction = new CRPhysicsGroundWalk(); |
---|
56 | this->bContinuousPoll = true; |
---|
57 | break; |
---|
58 | case CREngine::CR_PHYSICS_GROUND_WALK: |
---|
59 | this->collisionReaction = new CRPhysicsGroundWalk(); |
---|
60 | this->bContinuousPoll = true; |
---|
61 | break; |
---|
62 | case CREngine::CR_OBJECT_DAMAGE: |
---|
63 | this->collisionReaction = new CRObjectDamage(); |
---|
64 | this->bStopOnFirstCollision = true; |
---|
65 | break; |
---|
66 | default: |
---|
67 | break; |
---|
68 | }; |
---|
69 | } |
---|
70 | |
---|
71 | |
---|
72 | /** |
---|
73 | * standard deconstructor |
---|
74 | */ |
---|
75 | CollisionHandle::~CollisionHandle () |
---|
76 | { |
---|
77 | // delete what has to be deleted here |
---|
78 | if( this->collisionReaction != NULL) |
---|
79 | delete this->collisionReaction; |
---|
80 | } |
---|
81 | |
---|
82 | /** |
---|
83 | * restores the CollisionHandle to its initial state |
---|
84 | */ |
---|
85 | void CollisionHandle::reset() |
---|
86 | { |
---|
87 | this->flushCollisions(); |
---|
88 | } |
---|
89 | |
---|
90 | |
---|
91 | /** |
---|
92 | * add more filter targets to this collision handle |
---|
93 | * @param classID the classid to look for |
---|
94 | */ |
---|
95 | void CollisionHandle::addTarget(long target) |
---|
96 | { |
---|
97 | // make sure there is no dublicate |
---|
98 | std::vector<long>::iterator it = this->targetList.begin(); |
---|
99 | for( ; it < this->targetList.end(); it++) |
---|
100 | if( (*it) == target) |
---|
101 | return; |
---|
102 | |
---|
103 | // add element |
---|
104 | //PRINTF(0)("addTarget: %i \n", target); |
---|
105 | |
---|
106 | this->targetList.push_back(target); |
---|
107 | } |
---|
108 | |
---|
109 | |
---|
110 | /** |
---|
111 | * registers a new Collision Object |
---|
112 | * @param entityA WorldEntity A of the collision |
---|
113 | * @param entityB WorldEntity B of the collision |
---|
114 | * if a there is already a collision object with the same stats |
---|
115 | * registration will be skipped and the last collision object is returned |
---|
116 | */ |
---|
117 | Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB) |
---|
118 | { |
---|
119 | //first get the collision object, multiple sources |
---|
120 | Collision* c; |
---|
121 | if( this->collisionList.empty() || |
---|
122 | ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) { |
---|
123 | c = CREngine::getInstance()->popCollisionObject(); |
---|
124 | c->collide(entityA, entityB); |
---|
125 | this->collisionList.push_back(c); |
---|
126 | |
---|
127 | // now register it as a shared collision with the other collision entity |
---|
128 | CollisionHandle* ch = entityB->getCollisionHandle(this->type); |
---|
129 | if( ch != NULL) |
---|
130 | ch->registerSharedCollision(c); |
---|
131 | } |
---|
132 | else |
---|
133 | c = this->collisionList.back(); |
---|
134 | |
---|
135 | return c; |
---|
136 | } |
---|
137 | |
---|
138 | |
---|
139 | /** |
---|
140 | * register a Collision to the Collision handle. |
---|
141 | * @param collision the collision object to register |
---|
142 | * |
---|
143 | * This is used for internal collision registration: sharing the collision objects between Collision Reactions |
---|
144 | * Therefore dispatching it only once |
---|
145 | */ |
---|
146 | void CollisionHandle::registerSharedCollision(Collision* collision) |
---|
147 | { |
---|
148 | // fist check if we are listening for this Collision |
---|
149 | if( !this->filterCollision(collision)) |
---|
150 | return; |
---|
151 | |
---|
152 | // set the state to not dispatched |
---|
153 | this->bDispatched = false; |
---|
154 | this->bCollided = true; |
---|
155 | collision->setEntityBCollide(true); |
---|
156 | |
---|
157 | this->collisionList.push_back(collision); |
---|
158 | } |
---|
159 | |
---|
160 | |
---|
161 | /** |
---|
162 | * this is the function to be called on a collision event for this handle |
---|
163 | * @param collision the collision objects containing all collision informations |
---|
164 | */ |
---|
165 | void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent) |
---|
166 | { |
---|
167 | if( !this->filterCollisionEvent(collisionEvent)) |
---|
168 | return; |
---|
169 | |
---|
170 | // set the state to not dispatched |
---|
171 | this->bDispatched = false; |
---|
172 | this->bCollided = true; |
---|
173 | |
---|
174 | // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object |
---|
175 | Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB()); |
---|
176 | c->setEntityACollide(true); |
---|
177 | |
---|
178 | c->registerCollisionEvent(collisionEvent); |
---|
179 | PRINTF(0)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName()); |
---|
180 | } |
---|
181 | |
---|
182 | |
---|
183 | /** |
---|
184 | * flushes the collision list |
---|
185 | */ |
---|
186 | void CollisionHandle::flushCollisions() |
---|
187 | { |
---|
188 | this->collisionList.clear(); |
---|
189 | } |
---|
190 | |
---|
191 | |
---|
192 | /** |
---|
193 | * handles the collisions and react according to algorithm |
---|
194 | */ |
---|
195 | void CollisionHandle::handleCollisions() |
---|
196 | { |
---|
197 | // if continuous poll poll the reaction |
---|
198 | if( this->bContinuousPoll && !this->bCollided) |
---|
199 | { |
---|
200 | this->collisionReaction->update(this->owner); |
---|
201 | return; |
---|
202 | } |
---|
203 | |
---|
204 | // collision reaction calculations (for every collision there will be a reaction) |
---|
205 | vector<Collision*>::iterator it = this->collisionList.begin(); |
---|
206 | for(; it < this->collisionList.end(); it++) { |
---|
207 | if( !(*it)->isDispatched()) |
---|
208 | { |
---|
209 | this->collisionReaction->reactToCollision(*it); |
---|
210 | (*it)->flushCollisionEvents(); |
---|
211 | } |
---|
212 | } |
---|
213 | |
---|
214 | // now set state to dispatched |
---|
215 | this->bDispatched = true; |
---|
216 | this->bCollided = false; |
---|
217 | |
---|
218 | this->flushCollisions(); |
---|
219 | } |
---|
220 | |
---|
221 | |
---|
222 | /** |
---|
223 | * filter out the CollisionEvents that are not wanted |
---|
224 | * @param collisionEvent the collision event to filter |
---|
225 | */ |
---|
226 | bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent) |
---|
227 | { |
---|
228 | vector<long>::iterator it = this->targetList.begin(); |
---|
229 | for(; it < this->targetList.end(); it++) |
---|
230 | { |
---|
231 | if( collisionEvent->getEntityA() == this->owner) { |
---|
232 | if( collisionEvent->getEntityB()->isA((ClassID)(*it))) { |
---|
233 | PRINTF(0)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), |
---|
234 | collisionEvent->getEntityB()->getClassName(), *it); |
---|
235 | return true; } |
---|
236 | } |
---|
237 | else { |
---|
238 | if( collisionEvent->getEntityA()->isA((ClassID)(*it))) { |
---|
239 | PRINTF(0)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(), |
---|
240 | collisionEvent->getEntityA()->getClassName(), *it); |
---|
241 | return true; } |
---|
242 | } |
---|
243 | } |
---|
244 | |
---|
245 | return false; |
---|
246 | } |
---|
247 | |
---|
248 | |
---|
249 | /** |
---|
250 | * filter Collisions that are not wanted to be reacted to |
---|
251 | * @param collision the collision object to filter |
---|
252 | */ |
---|
253 | bool CollisionHandle::filterCollision(Collision* collision) |
---|
254 | { |
---|
255 | vector<long>::iterator it = this->targetList.begin(); |
---|
256 | for(; it < this->targetList.end(); it++) |
---|
257 | { |
---|
258 | if( collision->getEntityA() == this->owner) { |
---|
259 | if( collision->getEntityA()->isA((ClassID)(*it))) |
---|
260 | return true; } |
---|
261 | else { |
---|
262 | if( collision->getEntityB()->isA((ClassID)(*it))) |
---|
263 | return true; } |
---|
264 | } |
---|
265 | |
---|
266 | return false; |
---|
267 | } |
---|
268 | |
---|
269 | |
---|
270 | |
---|
271 | |
---|
272 | |
---|
273 | |
---|
274 | |
---|