/* Crystal Space Entity Layer Copyright (C) 2001 PlaneShift Team (info@planeshift.it, Copyright (C) 2001-2003 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* * This code is heavily based on pslinmove from the PlaneShift project. * Thanks a lot for making this! */ #ifndef __CEL_PF_COLL_DET__ #define __CEL_PF_COLL_DET__ #include "cstypes.h" #include "csutil/scf.h" #include "csutil/strhash.h" SCF_VERSION (iPcCollisionDetection, 0, 0, 1); /** * This property class controls collision detection of an entity with * the world map and other meshes. It should be used in combination * with iPcLinearMovement but otherwise doesn't depend on any other * property classes. So in that sense it is unrelated to the other * movement property classes. */ struct iPcCollisionDetection : public iBase { /** * Initialize CD box for the object. * The two parameters are the dimensions of the body and the legs * collider boxes. * The 'shift' vector is used to shift the box. By default (with shift * equal to the 0 vector) the colliders are created assuming the 0,0,0 * origin is at the bottom center of the actor. */ virtual bool Init (const csVector3& body, const csVector3& legs, const csVector3& shift)=0; virtual bool Init ()=0; /** * Check if mesh is on ground. */ virtual bool IsOnGround () const = 0; /// Set on Ground flag virtual void SetOnGround (bool flag) = 0; virtual void UseCD(bool flag) = 0; /** * This function takes a position vector, checks against all known * colliders, and returns the adjusted position in the same variable. */ virtual bool AdjustForCollisions (csVector3& oldpos, csVector3& newpos, csVector3& vel, float delta, iMovable* movable) = 0; virtual bool QueryRevert() = 0; }; #endif