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source: orxonox.OLD/branches/presentation/src/lib/collision_reaction/collision_handle.cc @ 9148

Last change on this file since 9148 was 9130, checked in by patrick, 18 years ago

segfault removed

File size: 7.0 KB
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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#include "cr_physics_full_walk.h"
28
29#include "debug.h"
30
31using namespace std;
32
33
34/**
35 * standard constructor
36 * @todo this constructor is not jet implemented - do it
37*/
38CollisionHandle::CollisionHandle (WorldEntity* owner, CREngine::CRType type)
39{
40  this->setClassID(CL_COLLISION_HANDLE, "CollisionHandle");
41
42  this->owner = owner;
43  this->type = type;
44
45  this->bCollided = false;
46  this->bDispatched = true;
47
48  this->collisionReaction = NULL;
49  this->bContinuousPoll = false;
50  this->bStopOnFirstCollision = false;
51
52
53  switch( type)
54  {
55    case CREngine::CR_PHYSICS_FULL_WALK:
56      this->collisionReaction = new CRPhysicsFullWalk();
57      this->bContinuousPoll = true;
58      break;
59    case CREngine::CR_PHYSICS_GROUND_WALK:
60      this->collisionReaction = new CRPhysicsGroundWalk();
61      this->bContinuousPoll = true;
62      break;
63    case CREngine::CR_OBJECT_DAMAGE:
64      this->collisionReaction = new CRObjectDamage();
65      this->bStopOnFirstCollision = true;
66      break;
67    default:
68      break;
69  };
70}
71
72
73/**
74 * standard deconstructor
75*/
76CollisionHandle::~CollisionHandle ()
77{
78  // delete what has to be deleted here
79  if( this->collisionReaction != NULL)
80    delete this->collisionReaction;
81}
82
83/**
84 * restores the CollisionHandle to its initial state
85 */
86void CollisionHandle::reset()
87{
88  this->flushCollisions();
89}
90
91
92/**
93 * add more filter targets to this collision handle
94 *  @param classID the classid to look for
95 */
96void CollisionHandle::addTarget(long target)
97{
98  // make sure there is no dublicate
99  std::vector<long>::iterator it = this->targetList.begin();
100  for( ; it < this->targetList.end(); it++)
101    if( (*it) == target)
102      return;
103
104  // add element
105   PRINTF(5)("addTarget: %i \n", target);
106
107   this->targetList.push_back(target);
108}
109
110
111/**
112 * registers a new Collision Object
113 *  @param entityA WorldEntity A of the collision
114 *  @param entityB WorldEntity B of the collision
115 * if a there is already a collision object with the same stats
116 * registration will be skipped and the last collision object is returned
117 */
118Collision* CollisionHandle::registerCollision(WorldEntity* entityA, WorldEntity* entityB)
119{
120  //first get the collision object, multiple sources
121  Collision* c;
122  if( this->collisionList.empty() ||
123      ((this->collisionList.back())->getEntityA() != entityA && (this->collisionList.back())->getEntityB() != entityB )) {
124    c = CREngine::getInstance()->popCollisionObject();
125    c->collide(entityA, entityB);
126    this->collisionList.push_back(c);
127
128    // now register it as a shared collision with the other collision entity
129    CollisionHandle* ch = entityB->getCollisionHandle(this->type);
130    if( ch != NULL)
131      ch->registerSharedCollision(c);
132  }
133  else
134    c = this->collisionList.back();
135
136  return c;
137}
138
139
140/**
141 * register a Collision to the Collision handle.
142 *  @param collision the collision object to register
143 *
144 * This is used for internal collision registration: sharing the collision objects between Collision Reactions
145 * Therefore dispatching it only once
146 */
147void CollisionHandle::registerSharedCollision(Collision* collision)
148{
149  // fist check if we are listening for this Collision
150  if( !this->filterCollision(collision))
151    return;
152
153  // set the state to not dispatched
154  this->bDispatched = false;
155  this->bCollided = true;
156  collision->setEntityBCollide(true);
157
158  this->collisionList.push_back(collision);
159}
160
161
162/**
163 * this is the function to be called on a collision event for this handle
164 *  @param collision the collision objects containing all collision informations
165 */
166void CollisionHandle::registerCollisionEvent(CollisionEvent* collisionEvent)
167{
168  if( !this->filterCollisionEvent(collisionEvent))
169    return;
170
171  // set the state to not dispatched
172  this->bDispatched = false;
173  this->bCollided = true;
174
175  // checks if these WorldEntities have already collided or if its a new collision -> create a new Collision object
176 Collision* c = this->registerCollision(collisionEvent->getEntityA(), collisionEvent->getEntityB());
177 c->setEntityACollide(true);
178
179 c->registerCollisionEvent(collisionEvent);
180 PRINTF(5)("Registering Collision Event: %s, %s\n", collisionEvent->getEntityA()->getClassName(), collisionEvent->getEntityB()->getClassName());
181}
182
183
184/**
185 * flushes the collision list
186 */
187void CollisionHandle::flushCollisions()
188{
189  this->collisionList.clear();
190}
191
192
193/**
194 * handles the collisions and react according to algorithm
195 */
196void CollisionHandle::handleCollisions()
197{
198  // if continuous poll poll the reaction
199  if( this->bContinuousPoll && !this->bCollided)
200  {
201    this->collisionReaction->update(this->owner);
202    return;
203  }
204
205  // collision reaction calculations (for every collision there will be a reaction)
206  vector<Collision*>::iterator it = this->collisionList.begin();
207  for(; it < this->collisionList.end(); it++) {
208    if( !(*it)->isDispatched())
209    {
210      this->collisionReaction->reactToCollision(*it);
211      (*it)->flushCollisionEvents();
212    }
213  }
214
215  // now set state to dispatched
216  this->bDispatched = true;
217  this->bCollided = false;
218
219  this->flushCollisions();
220}
221
222
223/**
224 * filter out the CollisionEvents that are not wanted
225 *  @param collisionEvent the collision event to filter
226 */
227bool CollisionHandle::filterCollisionEvent(CollisionEvent* collisionEvent)
228{
229  vector<long>::iterator it = this->targetList.begin();
230  for(; it < this->targetList.end(); it++)
231  {
232    if( collisionEvent->getEntityA() == this->owner) {
233      if( collisionEvent->getEntityB()->isA((ClassID)(*it))) {
234        PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(),
235                  collisionEvent->getEntityB()->getClassName(), *it);
236        return true; }
237    }
238    else {
239      if( collisionEvent->getEntityA()->isA((ClassID)(*it))) {
240        PRINTF(5)("I am: %s colliding with: %s is a %i filter ok\n", owner->getClassName(),
241                  collisionEvent->getEntityA()->getClassName(), *it);
242      return true; }
243    }
244  }
245
246  return false;
247}
248
249
250/**
251 * filter Collisions that are not wanted to be reacted to
252 *  @param collision the collision object to filter
253 */
254bool CollisionHandle::filterCollision(Collision* collision)
255{
256  vector<long>::iterator it = this->targetList.begin();
257  for(; it < this->targetList.end(); it++)
258  {
259    if( collision->getEntityA() == this->owner) {
260      if( collision->getEntityA()->isA((ClassID)(*it)))
261        return true; }
262      else {
263        if( collision->getEntityB()->isA((ClassID)(*it)))
264          return true; }
265  }
266
267  return false;
268}
269
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