mirror of
https://github.com/worldforge/cyphesis
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103 lines
4.6 KiB
C++
103 lines
4.6 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2003 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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// $Id$
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#ifndef PHYSICS_COLLISION_H
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#define PHYSICS_COLLISION_H
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#include "physics/Vector3D.h"
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#include <wfmath/point.h>
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#include <wfmath/axisbox.h>
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#include <map>
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class Location;
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typedef std::multimap<int, WFMath::Vector<3> > NormalSet;
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////////////////////////// COLLISION //////////////////////////
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/// \brief Predict collision between a point and a plane.
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///
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/// @return true if p is infront of plane before collision
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bool getCollisionTime(const Point3D & p, // Position of point
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const Vector3D & u, // Velocity of point
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// float point_time, // Time since position set
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const Point3D & l, // Position on plane
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const Vector3D & n, // Plane normal
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const Vector3D & v, // Velocity of plane
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// float plane_time, // Time since position set
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float & time); // Returned collision time
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/// \brief Predict collision between two sets of meshes, defined by vertices
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/// and surface normals.
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///
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/// @return true if a collision will occur, false otherwise.
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bool predictCollision(const CoordList & l, // Vertices of this mesh
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const NormalSet & ln, // Normals of this mesh
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const Vector3D & u, // Velocity of this mesh
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const CoordList & o, // Vertices of other mesh
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const NormalSet & on, // Normals of other mesh
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const Vector3D & v, // Velocity of other mesh
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float & time, // Returned time to collision
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Vector3D & normal); // Returned collision normal
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/// \brief Predict collision between 2 entity locations.
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///
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/// @return true if a collision will occur.
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bool predictCollision(const Location & l, // Location data of this object
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const Location & o, // Location data of other object
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float & time, // Returned time to collision
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Vector3D & normal); // Returned collision normal
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////////////////////////// EMERGENCE //////////////////////////
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/// \brief Predict collision between a point and a plane.
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///
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/// @return true if p is behind plane before collision
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bool getEmergenceTime(const Point3D & p, // Position of point
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const Vector3D & u, // Velocity of point
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// float point_time, // Time since position set
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const Point3D & l, // Position on plane
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const Vector3D & n, // Plane normal
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const Vector3D & v, // Velocity of plane
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// float plane_time, // Time since position set
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float & time); // Returned collision time
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/// \brief Predict emergence of one mesh from inside another, the two meshes
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/// defined by vertices and surface normals.
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///
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/// @return true if the collision will occur within the timeframe,
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/// false otherwise.
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bool predictEmergence(const CoordList & l, // Vertices of this mesh
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const Vector3D & u, // Velocity of this mesh
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const WFMath::AxisBox<3>&,// Bounding box of container
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float & time); // Returned time to collision
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// FIXME Maybe another function like the above is required to handle if the
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// container is more complex and has a set of meshes?
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/// \brief Predict when entity emerges from inside other entity.
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///
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/// @return true if the collision will occur within the timeframe,
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/// false otherwise.
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bool predictEmergence(const Location & l, // Location data of this object
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const Location & o, // Location data of container
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float & time); // Returned time to collision
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#endif // PHYSICS_COLLISION_H
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