//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "T3D/shapeBase.h" #include "T3D/item.h" #include "T3D/trigger.h" //---------------------------------------------------------------------------- void collisionFilter(SceneObject* object,void *key) { SceneContainer::CallbackInfo* info = reinterpret_cast(key); ShapeBase* ptr = reinterpret_cast(info->key); if (object->getTypeMask() & ItemObjectType) { // We've hit it's bounding box, that's close enough for items. Item* item = static_cast(object); if (ptr != item->getCollisionObject()) ptr->queueCollision(item,ptr->getVelocity() - item->getVelocity()); } else if (object->getTypeMask() & TriggerObjectType) { // We've hit it's bounding box, that's close enough for triggers Trigger* pTrigger = static_cast(object); pTrigger->potentialEnterObject(ptr); } else if (object->getTypeMask() & CorpseObjectType) { // Ok, guess it's close enough for corpses too... ShapeBase* col = static_cast(object); ptr->queueCollision(col,ptr->getVelocity() - col->getVelocity()); } else object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere); } void defaultFilter(SceneObject* object,void * key) { SceneContainer::CallbackInfo* info = reinterpret_cast(key); object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere); }