Torque3D Documentation / _generateds / shapeCollision.cpp

shapeCollision.cpp

Engine/source/T3D/shapeCollision.cpp

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Public Functions

Detailed Description

Public Functions

collisionFilter(SceneObject * object, void * key)

defaultFilter(SceneObject * object, void * key)

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#include "T3D/shapeBase.h"
25#include "T3D/item.h"
26#include "T3D/trigger.h"
27
28//----------------------------------------------------------------------------
29
30void collisionFilter(SceneObject* object,void *key)
31{
32   SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
33   ShapeBase* ptr = reinterpret_cast<ShapeBase*>(info->key);
34
35   if (object->getTypeMask() & ItemObjectType) {
36      // We've hit it's bounding box, that's close enough for items.
37      Item* item = static_cast<Item*>(object);
38      if (ptr != item->getCollisionObject())
39         ptr->queueCollision(item,ptr->getVelocity() - item->getVelocity());
40   }
41   else
42      if (object->getTypeMask() & TriggerObjectType) {
43         // We've hit it's bounding box, that's close enough for triggers
44         Trigger* pTrigger = static_cast<Trigger*>(object);
45         pTrigger->potentialEnterObject(ptr);
46      }
47      else
48         if (object->getTypeMask() & CorpseObjectType)  {
49            // Ok, guess it's close enough for corpses too...
50            ShapeBase* col = static_cast<ShapeBase*>(object);
51            ptr->queueCollision(col,ptr->getVelocity() - col->getVelocity());
52         }
53         else
54            object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
55}
56
57void defaultFilter(SceneObject* object,void * key)
58{
59   SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
60   object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
61}
62
63