1 | /*! |
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2 | * @file collision.h |
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3 | * Definition of a collision as a two WE hit each other |
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4 | * |
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5 | * A 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 | |
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10 | #ifndef _COLLISION_H |
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11 | #define _COLLISION_H |
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12 | |
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13 | #include "vector.h" |
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14 | #include <vector> |
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15 | |
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16 | class WorldEntity; |
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17 | class BoundingVolume; |
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18 | class CollisionEvent; |
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19 | |
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20 | //! A class representing a simple collision |
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21 | class Collision |
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22 | { |
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23 | |
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24 | public: |
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25 | Collision(); |
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26 | virtual ~Collision(); |
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27 | |
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28 | /** collides two WorldEntities @param entityA world entity A, @param entityB world entity B, @param bvA volume A @param bvB volumeB */ |
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29 | inline void collide(WorldEntity* entityA, WorldEntity* entityB) { this->entityA = entityA; this->entityB = entityB; this->bDispatched = false; } |
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30 | |
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31 | |
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32 | /** @return Collision WorldEntity A */ |
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33 | inline WorldEntity* getEntityA() const { return this->entityA; } |
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34 | /** @return Collision WorldEntity B */ |
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35 | inline WorldEntity* getEntityB() const { return this->entityB; } |
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36 | /** @return true if Entity A collides */ |
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37 | inline bool isEntityACollide() const { return this->entityACollide; } |
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38 | /** sets the flag if it reacts @param flag true if it should react on entityA*/ |
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39 | inline void setEntityACollide(bool flag) { this->entityACollide = flag; } |
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40 | /** @return true if Entity B collides */ |
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41 | inline bool isEntityBCollide() const { return this->entityBCollide; } |
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42 | /** sets the flag if it reacts @param flag true if it should react on entityB*/ |
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43 | inline void setEntityBCollide(bool flag) { this->entityACollide = flag; } |
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44 | |
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45 | |
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46 | /** @returns true if this Collision has already been dispatched */ |
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47 | inline bool isDispatched() { return this->bDispatched; } |
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48 | /** sets the dispatched flag to true */ |
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49 | inline void dispatched() { this->bDispatched = true; } |
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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); this->bDispatched = false;} |
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53 | /** @returns a vector of collision events */ |
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54 | inline const std::vector<CollisionEvent*>& getCollisionEvents() const { return this->collisionEvents; } |
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55 | |
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56 | |
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57 | void flushCollisionEvents(); |
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58 | |
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59 | |
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60 | private: |
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61 | WorldEntity* entityA; //!< the collision body A |
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62 | WorldEntity* entityB; //!< the collision body B |
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63 | bool entityACollide; //!< true if entity A is subscribed for collision reaction |
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64 | bool entityBCollide; //!< true if entity B is subscribed for collision reaction |
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65 | |
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66 | bool bDispatched; //!< true if this collision has already been dispatched |
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67 | |
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68 | std::vector<CollisionEvent*> collisionEvents; //!< the collision event list |
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69 | }; |
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70 | |
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71 | #endif /* _COLLISION_H */ |
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