shapeCollision.cpp 2.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "T3D/shapeBase.h"
  23. #include "T3D/item.h"
  24. #include "T3D/trigger.h"
  25. //----------------------------------------------------------------------------
  26. void collisionFilter(SceneObject* object,void *key)
  27. {
  28. SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
  29. ShapeBase* ptr = reinterpret_cast<ShapeBase*>(info->key);
  30. if (object->getTypeMask() & ItemObjectType) {
  31. // We've hit it's bounding box, that's close enough for items.
  32. Item* item = static_cast<Item*>(object);
  33. if (ptr != item->getCollisionObject())
  34. ptr->queueCollision(item,ptr->getVelocity() - item->getVelocity());
  35. }
  36. else
  37. if (object->getTypeMask() & TriggerObjectType) {
  38. // We've hit it's bounding box, that's close enough for triggers
  39. Trigger* pTrigger = static_cast<Trigger*>(object);
  40. pTrigger->potentialEnterObject(ptr);
  41. }
  42. else
  43. if (object->getTypeMask() & CorpseObjectType) {
  44. // Ok, guess it's close enough for corpses too...
  45. ShapeBase* col = static_cast<ShapeBase*>(object);
  46. ptr->queueCollision(col,ptr->getVelocity() - col->getVelocity());
  47. }
  48. else
  49. object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
  50. }
  51. void defaultFilter(SceneObject* object,void * key)
  52. {
  53. SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
  54. object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
  55. }