File: CollisionHandler.h

package info (click to toggle)
spring 88.0%2Bdfsg1-1.1
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 41,524 kB
  • sloc: cpp: 343,114; ansic: 38,414; python: 12,257; java: 12,203; awk: 5,748; sh: 1,204; xml: 997; perl: 405; objc: 192; makefile: 181; php: 134; sed: 2
file content (90 lines) | stat: -rwxr-xr-x 3,293 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef COLLISION_HANDLER_H
#define COLLISION_HANDLER_H

#include "System/creg/creg_cond.h"
#include "System/float3.h"
#include <list>

struct CollisionVolume;
class CMatrix44f;
class CSolidObject;
class CUnit;
class CFeature;
struct LocalModelPiece;

struct CollisionQuery {
	CollisionQuery() {
		// (0, 0, 0) is volume-space center, so
		// impossible to obtain as actual points
		// except in the special cases
		b0 = false; t0 = 0.0f; p0 = ZeroVector;
		b1 = false; t1 = 0.0f; p1 = ZeroVector;

		lmp = NULL;
	}

	bool   b0, b1;        ///< true if ingress (b0) or egress (b1) point on ray segment
	float  t0, t1;        ///< distance parameter for ingress and egress point
	float3 p0, p1;        ///< ray-volume ingress and egress points

	LocalModelPiece* lmp; ///< impacted piece
};

/**
 * Responsible for detecting hits between projectiles
 * and world objects (units, features), each WO has a
 * collision volume.
 */
class CCollisionHandler {
	public:
		CR_DECLARE(CCollisionHandler)

		CCollisionHandler() {}
		~CCollisionHandler() {}

		static bool DetectHit(const CUnit* u, const float3& p0, const float3& p1, CollisionQuery* q = NULL, bool forceTrace = false);
		static bool DetectHit(const CFeature* f, const float3& p0, const float3& p1, CollisionQuery* q = NULL, bool forceTrace = false);
		static bool MouseHit(const CUnit* u, const float3& p0, const float3& p1, const CollisionVolume* v, CollisionQuery* q);

	private:
		// HITTEST_DISC helpers for DetectHit
		static bool Collision(const CUnit* u, const float3& p);
		static bool Collision(const CFeature* f, const float3& p);
		// HITTEST_CONT helpers for DetectHit
		static bool Intersect(const CUnit* u, const float3& p0, const float3& p1, CollisionQuery* q);
		static bool Intersect(const CFeature* f, const float3& p0, const float3& p1, CollisionQuery* q);

	private:
		/**
		 * Test if a point lies inside a volume.
		 * @param v volume
		 * @param m volumes transformation matrix
		 * @param p point in world-coords
		 */
		static bool Collision(const CollisionVolume* v, const CMatrix44f& m, const float3& p);
		static bool CollisionFootprint(const CSolidObject* o, const float3& p);

		/**
		 * Test if a ray intersects a volume.
		 * @param v volume
		 * @param m volumes transformation matrix
		 * @param p0 start of ray (in world-coords)
		 * @param p1 end of ray (in world-coords)
		 */
		static bool Intersect(const CollisionVolume* v, const CMatrix44f& m, const float3& p0, const float3& p1, CollisionQuery* q);
		static bool IntersectPieceTree(const CUnit* u, const float3& p0, const float3& p1, CollisionQuery* q);
		static void IntersectPieceTreeHelper(LocalModelPiece* lmp, CMatrix44f mat, const float3& p0, const float3& p1, std::list<CollisionQuery>* hits);

	public:
		static bool IntersectEllipsoid(const CollisionVolume* v, const float3& pi0, const float3& pi1, CollisionQuery* q);
		static bool IntersectCylinder(const CollisionVolume* v, const float3& pi0, const float3& pi1, CollisionQuery* q);
		static bool IntersectBox(const CollisionVolume* v, const float3& pi0, const float3& pi1, CollisionQuery* q);

	private:
		static unsigned int numCollisionTests;
		static unsigned int numIntersectionTests;
};

#endif