shapeCollision.cpp
Engine/source/T3D/shapeCollision.cpp
Public Functions
collisionFilter(SceneObject * object, void * key)
defaultFilter(SceneObject * object, void * key)
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