// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2003 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program 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 General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: Collision.h,v 1.14 2006-10-26 00:48:07 alriddoch Exp $ #ifndef PHYSICS_COLLISION_H #define PHYSICS_COLLISION_H #include "physics/Vector3D.h" #include #include class Location; typedef std::multimap > NormalSet; ////////////////////////// COLLISION ////////////////////////// /// \brief Predict collision between a point and a plane. /// /// @return true if p is infront of plane before collision bool getCollisionTime(const Point3D & p, // Position of point const Vector3D & u, // Velocity of point // float point_time, // Time since position set const Point3D & l, // Position on plane const Vector3D & n, // Plane normal const Vector3D & v, // Velocity of plane // float plane_time, // Time since position set float & time); // Returned collision time /// \brief Predict collision between two sets of meshes, defined by vertices /// and surface normals. /// /// @return true if a collision will occur, false otherwise. bool predictCollision(const CoordList & l, // Vertices of this mesh const NormalSet & ln, // Normals of this mesh const Vector3D & u, // Velocity of this mesh const CoordList & o, // Vertices of other mesh const NormalSet & on, // Normals of other mesh const Vector3D & v, // Velocity of other mesh float & time, // Returned time to collision Vector3D & normal); // Returned collision normal /// \brief Predict collision between 2 entity locations. /// /// @return true if a collision will occur. bool predictCollision(const Location & l, // Location data of this object const Location & o, // Location data of other object float & time, // Returned time to collision Vector3D & normal); // Returned collision normal ////////////////////////// EMERGENCE ////////////////////////// /// \brief Predict collision between a point and a plane. /// /// @return true if p is behind plane before collision bool getEmergenceTime(const Point3D & p, // Position of point const Vector3D & u, // Velocity of point // float point_time, // Time since position set const Point3D & l, // Position on plane const Vector3D & n, // Plane normal const Vector3D & v, // Velocity of plane // float plane_time, // Time since position set float & time); // Returned collision time /// \brief Predict emergence of one mesh from inside another, the two meshes /// defined by vertices and surface normals. /// /// @return true if the collision will occur within the timeframe, /// false otherwise. bool predictEmergence(const CoordList & l, // Vertices of this mesh const Vector3D & u, // Velocity of this mesh const WFMath::AxisBox<3>&,// Bounding box of container float & time); // Returned time to collision // FIXME Maybe another function like the above is required to handle if the // container is more complex and has a set of meshes? /// \brief Predict when entity emerges from inside other entity. /// /// @return true if the collision will occur within the timeframe, /// false otherwise. bool predictEmergence(const Location & l, // Location data of this object const Location & o, // Location data of container float & time); // Returned time to collision #endif // PHYSICS_COLLISION_H