1 | /*! |
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2 | * @file cd_engine.h |
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3 | * Definition of the collision detection engine |
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4 | |
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5 | */ |
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6 | |
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7 | #ifndef _CD_ENGINE_H |
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8 | #define _CD_ENGINE_H |
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9 | |
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10 | #include "base_object.h" |
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11 | #include "collision_defs.h" |
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12 | #include "model.h" |
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13 | |
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14 | #include <list> |
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15 | |
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16 | class WorldEntity; |
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17 | class OBBTree; |
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18 | class TerrainEntity; |
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19 | class BspManager; |
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20 | //class Player; |
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21 | |
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22 | |
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23 | //! featured state options, they are all additive |
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24 | typedef enum cdState |
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25 | { |
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26 | CD_DEBUG_DRAW_ALL = 1, |
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27 | CD_DEBUG_DRAW_POLYGONS = 1<<1, |
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28 | CD_DEBUG_DRAW_BLENDED = 1<<2, |
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29 | CD_DEBUG_DRAW_HIT_BV = 1<<3, |
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30 | CD_DEBUG_VERBOSE = 1<<4, |
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31 | |
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32 | CD_STORE_VERTICES = 1<<5 |
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33 | }; |
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34 | |
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35 | |
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36 | //! The class representing the collision detection system of orxonox |
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37 | class CDEngine : public BaseObject { |
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38 | |
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39 | friend class WorldEntity; |
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40 | |
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41 | public: |
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42 | virtual ~CDEngine(); |
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43 | /** @returns a Pointer to the only object of this Class */ |
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44 | static CDEngine* getInstance() { if (!singletonRef) singletonRef = new CDEngine(); return singletonRef; } |
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45 | void init(); |
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46 | |
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47 | inline void setState(const int newState) { this->state = newState; } |
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48 | inline const int getState() const { return this->state; } |
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49 | inline void enable(const int options) { this->state |= options; } |
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50 | inline void disable(const int options) { int temp = this->state & options; this->state ^= temp; } |
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51 | |
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52 | inline void setTerrain( TerrainEntity* terrain) { this->terrain = terrain; } |
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53 | inline void setBSPModel(BspManager* bspManager) { this->bspManager = bspManager; } |
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54 | |
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55 | void checkCollisions(std::list<WorldEntity*>& list1, std::list<WorldEntity*>& list2); |
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56 | void checkCollisionGround(std::list<WorldEntity*>& list1); |
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57 | |
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58 | void drawBV(const std::list<WorldEntity*>& drawList, int level) const; |
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59 | void debug(); |
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60 | |
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61 | /** @returns true if cd alg returns after detecting first error (default behavour) */ |
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62 | inline bool isAbordOnFirstCollision() const { return this->bAbordOnFirstCollision; } |
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63 | /** sets @param flag true if the alg should return after detection of the first error */ |
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64 | inline void setAbordOnFirstCollision(bool flag) { this->bAbordOnFirstCollision = flag; } |
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65 | |
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66 | |
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67 | private: |
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68 | CDEngine(); |
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69 | static CDEngine* singletonRef; |
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70 | |
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71 | void spawnBVTree(int depth = MAX_BV_TREE_DEPTH); |
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72 | |
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73 | void checkCollisionObjects(); |
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74 | |
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75 | |
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76 | void debugSpawnTree(int depth, sVec3D* vertices, int numVertices); |
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77 | void debugDraw(int depth, int drawMode); |
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78 | |
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79 | |
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80 | private: |
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81 | int state; //!< the current state of the cd engine |
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82 | bool bAbordOnFirstCollision; //!< abords the collision detection on first collision event => more speed but less accurate infomations |
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83 | OBBTree* rootTree; //!< for testing purposes a root tree |
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84 | |
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85 | TerrainEntity* terrain; //!< this it a ref to the terrain, serving as a ground for all WE |
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86 | BspManager* bspManager; |
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87 | }; |
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88 | |
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89 | #endif /* _CD_ENGINE_H */ |
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