- Timestamp:
- Oct 13, 2006, 2:33:30 PM (18 years ago)
- Location:
- branches/coll_rect/src
- Files:
-
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/coll_rect/src/lib/collision_reaction/collision.h
r9869 r9888 1 1 /*! 2 2 * @file collision.h 3 * Definition of a collision as a two WE hit each other3 * Definition of a collision relation of two WorldEntities 4 4 * 5 * A is shared between two WorldEntity's CollisionHandles if both are subscribed to this event. In this case only one5 * Is shared between two WorldEntity's CollisionHandles if both are subscribed to this event. In this case only one 6 6 * of the two CollisionHandles will calculate the CollisionReaction and the bDispatched flag will be set afterwards 7 7 * to signal that it's already cared about and should be ignored. 8 * 9 * The collisions itself are saved in this container (CollisionEvent). Since there can be multiple collision events 10 * for one collision. Imagine: two objects are intersecting (this throws a Collision): many collision boxes will fire 11 * each of this boxes will "create" a CollisionEvent. 8 12 */ 9 13 -
branches/coll_rect/src/lib/collision_reaction/collision_event.h
r9869 r9888 2 2 * @file collision_event.h 3 3 * Definition of a collision event 4 * 5 * A collision event represents a collision of two bouning boxes. Every CollisionEvent belongs to a Collision object that 6 * represents the collision of two WorldEntities. 7 * 8 * There are different types of collisions: obb collisions and bsp collisions. Both collision types use different techniques 9 * to represent collisions. This is why this class saves bounding boxes from the OBB as well as the planes from BSP. 4 10 */ 5 11 -
branches/coll_rect/src/lib/collision_reaction/collision_handle.h
r9869 r9888 1 1 /*! 2 2 * @file collision_handle.h 3 * @brief Definition of a collision handle: used for acces ing per world entity collision events and reactions3 * @brief Definition of a collision handle: used for accessing per world entity collision events and reactions 4 4 */ 5 5 … … 64 64 65 65 std::vector<Collision*> collisionList; //!< a list full of collisions 66 /// TODO Take a std::set here!67 66 std::vector<ClassID> targetList; //!< a list of target classes for filtering @TODO TAKE SET INSTEAD OF VECTOR HERE 68 67 -
branches/coll_rect/src/lib/collision_reaction/collision_reaction.cc
r9869 r9888 11 11 ### File Specific: 12 12 main-programmer: Patrick Boenzli 13 co-programmer: ...14 13 */ 15 14 -
branches/coll_rect/src/world_entities/world_entity.h
r9869 r9888 74 74 virtual void collidesWithGround(const Vector& feet, const Vector& ray_1, const Vector& ray_2); 75 75 76 77 76 /** @returns a reference to the obb tree of this worldentity */ 78 77 inline BVTree* getOBBTree() const { return this->obbTree; }; … … 80 79 void drawBVTree(int depth, int drawMode) const; 81 80 inline AABB* getModelAABB() const { return (this->aabbNode)?this->aabbNode->getAABB():NULL;} 81 82 82 83 83 /* --- Collision Reaction Block --- */
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