1 | /*! |
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2 | * @file collision_handle.h |
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3 | * @brief Definition of a collision handle: used for accesing per world entity collision events and reactions |
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4 | */ |
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5 | |
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6 | #ifndef _COLLISION_HANDLE_H |
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7 | #define _COLLISION_HANDLE_H |
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8 | |
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9 | #include "base_object.h" |
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10 | #include "cr_engine.h" |
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11 | |
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12 | #include <vector> |
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13 | #include <list> |
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14 | |
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15 | |
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16 | class Collision; |
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17 | class WorldEntity; |
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18 | class CollisionReaction; |
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19 | |
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20 | |
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21 | |
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22 | //! A class for defining collision reactions and storing events |
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23 | class CollisionHandle : public BaseObject |
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24 | { |
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25 | ObjectListDeclaration(CollisionHandle); |
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26 | public: |
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27 | CollisionHandle(WorldEntity* owner, CREngine::CRType type); |
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28 | virtual ~CollisionHandle(); |
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29 | |
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30 | void reset(); |
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31 | |
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32 | void addTarget(const ClassID& target); |
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33 | Collision* registerCollision(WorldEntity* entityA, WorldEntity* entityB); |
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34 | void registerSharedCollision(Collision* collision); |
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35 | void registerCollisionEvent(CollisionEvent* collisionEvent); |
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36 | |
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37 | /** @returns true if regiestered some new collision events in this tick frame */ |
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38 | inline bool isCollided() const { return this->bCollided; } |
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39 | /** @returns true if this collision handle has already been dispatched */ |
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40 | inline bool isDispatched() const { return this->bDispatched; } |
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41 | /** @returns true if this handle should be pulled also if there are no collisions */ |
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42 | inline bool isContinuousPoll() const { return this->bContinuousPoll; } |
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43 | /** @returns the type */ |
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44 | inline CREngine::CRType getType() const { return this->type; } |
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45 | |
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46 | void handleCollisions(); |
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47 | |
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48 | |
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49 | private: |
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50 | void flushCollisions(); |
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51 | bool filterCollisionEvent(CollisionEvent* collisionEvent); |
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52 | bool filterCollision(Collision* collision); |
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53 | |
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54 | |
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55 | |
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56 | private: |
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57 | WorldEntity* owner; //!< the worldenity this reaction will be applied on |
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58 | CREngine::CRType type; //!< the reaction type |
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59 | |
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60 | bool bContinuousPoll; //!< if this is true |
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61 | bool bDispatched; //!< true if this handle has already been dispatched |
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62 | bool bStopOnFirstCollision; //!< true if the cd of this object should be terminated after one match |
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63 | bool bCollided; //!< true if the CollsionHandle has registered some new collisions |
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64 | |
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65 | std::vector<Collision*> collisionList; //!< a list full of collisions |
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66 | /// TODO Take a std::set here! |
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67 | std::vector<ClassID> targetList; //!< a list of target classes for filtering @TODO TAKE SET INSTEAD OF VECTOR HERE |
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68 | |
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69 | CollisionReaction* collisionReaction; //!< reference to the collision reaction object |
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70 | |
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71 | }; |
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72 | |
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73 | #endif /* _COLLISION_HANDLE_H */ |
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