[7934] | 1 | /*! |
---|
[5039] | 2 | * @file collision.h |
---|
[7959] | 3 | * Definition of a collision as a two WE hit each other |
---|
[8124] | 4 | * |
---|
| 5 | * A is shared between two WorldEntity's CollisionHandles if both are subscribed to this event. In this case only one |
---|
| 6 | * of the two CollisionHandles will calculate the CollisionReaction and the bDispatched flag will be set afterwards |
---|
| 7 | * to signal that it's already cared about and should be ignored. |
---|
[7934] | 8 | */ |
---|
[4510] | 9 | |
---|
[4511] | 10 | #ifndef _COLLISION_H |
---|
| 11 | #define _COLLISION_H |
---|
[4510] | 12 | |
---|
[4520] | 13 | #include "vector.h" |
---|
[7964] | 14 | #include <vector> |
---|
[4510] | 15 | |
---|
[4520] | 16 | class WorldEntity; |
---|
| 17 | class BoundingVolume; |
---|
[7959] | 18 | class CollisionEvent; |
---|
[4510] | 19 | |
---|
[4511] | 20 | //! A class representing a simple collision |
---|
[7968] | 21 | class Collision |
---|
| 22 | { |
---|
[4510] | 23 | |
---|
[7968] | 24 | public: |
---|
| 25 | Collision(); |
---|
| 26 | virtual ~Collision(); |
---|
[4510] | 27 | |
---|
[7968] | 28 | /** collides two WorldEntities @param entityA world entity A, @param entityB world entity B, @param bvA volume A @param bvB volumeB */ |
---|
[8490] | 29 | inline void collide(WorldEntity* entityA, WorldEntity* entityB) { this->entityA = entityA; this->entityB = entityB; this->bDispatched = false; } |
---|
[7934] | 30 | |
---|
| 31 | |
---|
[7968] | 32 | /** @return Collision WorldEntity A */ |
---|
| 33 | inline WorldEntity* getEntityA() const { return this->entityA; } |
---|
| 34 | /** @return Collision WorldEntity B */ |
---|
| 35 | inline WorldEntity* getEntityB() const { return this->entityB; } |
---|
[8106] | 36 | /** @return true if Entity A collides */ |
---|
[8108] | 37 | inline bool isEntityACollide() const { return this->entityACollide; } |
---|
| 38 | /** sets the flag if it reacts @param flag true if it should react on entityA*/ |
---|
| 39 | inline void setEntityACollide(bool flag) { this->entityACollide = flag; } |
---|
[8106] | 40 | /** @return true if Entity B collides */ |
---|
[8108] | 41 | inline bool isEntityBCollide() const { return this->entityBCollide; } |
---|
| 42 | /** sets the flag if it reacts @param flag true if it should react on entityB*/ |
---|
| 43 | inline void setEntityBCollide(bool flag) { this->entityACollide = flag; } |
---|
[7940] | 44 | |
---|
[8490] | 45 | |
---|
[8029] | 46 | /** @returns true if this Collision has already been dispatched */ |
---|
| 47 | inline bool isDispatched() { return this->bDispatched; } |
---|
[8129] | 48 | /** sets the dispatched flag to true */ |
---|
| 49 | inline void dispatched() { this->bDispatched = true; } |
---|
[8029] | 50 | |
---|
[7968] | 51 | /** registers a @param event CollisionEvent to take place */ |
---|
[8108] | 52 | inline void registerCollisionEvent(CollisionEvent* event) { this->collisionEvents.push_back(event); this->bDispatched = false;} |
---|
[8006] | 53 | /** @returns a vector of collision events */ |
---|
| 54 | inline const std::vector<CollisionEvent*>& getCollisionEvents() const { return this->collisionEvents; } |
---|
[7940] | 55 | |
---|
[8106] | 56 | |
---|
[7968] | 57 | void flushCollisionEvents(); |
---|
| 58 | |
---|
| 59 | |
---|
| 60 | private: |
---|
| 61 | WorldEntity* entityA; //!< the collision body A |
---|
| 62 | WorldEntity* entityB; //!< the collision body B |
---|
[8106] | 63 | bool entityACollide; //!< true if entity A is subscribed for collision reaction |
---|
| 64 | bool entityBCollide; //!< true if entity B is subscribed for collision reaction |
---|
[7968] | 65 | |
---|
[8029] | 66 | bool bDispatched; //!< true if this collision has already been dispatched |
---|
| 67 | |
---|
[7968] | 68 | std::vector<CollisionEvent*> collisionEvents; //!< the collision event list |
---|
[4510] | 69 | }; |
---|
| 70 | |
---|
[4511] | 71 | #endif /* _COLLISION_H */ |
---|