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
|