reporting now collision normal and collision point when collisions occur
parent
7711142e4b
commit
4c1e016fc2
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@ -11,7 +11,7 @@
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namespace asteroids {
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bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state) {
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bool AsteroidEntity::CollisionEvent (Engine::EntityBase* entity_state, vector3d point, vector3d normal) {
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GameEntityType other_type = (GameEntityType) entity_state->mType;
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if (other_type == GameEntityTypeRocket) {
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@ -23,7 +23,7 @@ struct AsteroidEntity: public Engine::EntityBase {
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mSubAsteroidsCount = 4;
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}
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virtual bool CollisionEvent (Engine::EntityBase *entity);
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal);
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int mSubAsteroidsCount;
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};
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@ -26,7 +26,7 @@ struct RocketEntity: public Engine::EntityBase {
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virtual ~RocketEntity() {};
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virtual void Update (float delta_sec);
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virtual bool CollisionEvent (Engine::EntityBase *entity) {
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal) {
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return false;
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}
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@ -56,7 +56,7 @@ void ShipEntity::Update (float delta_sec) {
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mAttackTimer -= delta_sec;
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}
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bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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bool ShipEntity::CollisionEvent (Engine::EntityBase* entity, vector3d point, vector3d normal) {
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GameEntityType other_type = (GameEntityType) entity->mType;
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if (other_type == GameEntityTypeAsteroid) {
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@ -68,6 +68,7 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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explode_event->mEventType = EventShipExplode;
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explode_event->mEventUnsignedInt = mId;
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explode_event->mVector3d = normal;
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QueueEvent (explode_event);
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return true;
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@ -80,6 +81,7 @@ bool ShipEntity::CollisionEvent (Engine::EntityBase* entity) {
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Engine::EventBasePtr explode_event (new Engine::EventBase());
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explode_event->mEventType = EventShipExplode;
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explode_event->mEventUnsignedInt = mId;
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explode_event->mVector3d = normal;
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QueueEvent (explode_event);
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return true;
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@ -46,7 +46,7 @@ struct ShipEntity: public Engine::EntityBase {
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virtual void Attack ();
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virtual void Update (float delta_sec);
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virtual bool CollisionEvent (Engine::EntityBase *entity);
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virtual bool CollisionEvent (Engine::EntityBase *entity, vector3d point, vector3d normal);
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bool mAlive;
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float mFadeTimer;
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@ -2,4 +2,4 @@
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# <Type> <player?> <xpos> <ypos> <zpos> <zrot> <yrot> <xrot> <xvel> <yvel> <zvel> <rotvel>
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GameEntityTypeShip 1 0 0 0 0 90 0 0 0 0 0
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GameEntityTypeAsteroid 0 5 0 -2 0 0 0 -0.2 0 -0.1 -10
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GameEntityTypeAsteroid 0 -2 0 2 0 0 0 0.3 0 0.1 5
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GameEntityTypeAsteroid 0 -2 0 2 0 0 0 0.3 0 -0.4 5
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@ -144,7 +144,7 @@ struct EntityBase {
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* \returns true if it was able to react for this type of entity, false
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* false otherwise
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*/
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virtual bool CollisionEvent (EntityBase* entity_state) {
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virtual bool CollisionEvent (EntityBase* entity_state, vector3d point, vector3d normal) {
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return false;
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}
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};
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@ -5,15 +5,10 @@
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#include <boost/shared_ptr.hpp>
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#include <string>
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#include <map>
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#include <vector>
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#include <queue>
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#include "mathlib.h"
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namespace Engine {
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class Module;
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/** \brief Contains all information relevant to the Event */
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struct EventBase {
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int mEventType;
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@ -23,6 +18,8 @@ struct EventBase {
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float mEventFloat;
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int mEventInt;
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unsigned int mEventUnsignedInt;
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vector3d mVector3d;
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};
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typedef boost::shared_ptr<EventBase> EventBasePtr;
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@ -215,7 +215,7 @@ void ModelBase::SetPlayerEntityId(unsigned int entity_id) {
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* \param collision_time The time when the collision occured relative to the start of the simulation frame
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*/
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void ModelBase::SendEntityCollisionEvent (const unsigned int reference_entity_id,
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const unsigned int incidence_entity_id, float collision_time, vector3d normal) {
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const unsigned int incidence_entity_id, float collision_time, vector3d point, vector3d normal) {
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// Check whether we report the same contact over and over
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static unsigned int last_reference_entity_id = 0;
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static unsigned int last_incidence_entity_id = 0;
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@ -248,10 +248,10 @@ void ModelBase::SendEntityCollisionEvent (const unsigned int reference_entity_id
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// If the incidence entity accepted the collision we can return, otherwise
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// we perform the symmetric collision event.
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if (incidence_entity->CollisionEvent (reference_entity))
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if (incidence_entity->CollisionEvent (reference_entity, point, normal))
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return;
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reference_entity->CollisionEvent (incidence_entity);
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reference_entity->CollisionEvent (incidence_entity, point, normal * -1.);
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}
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/*
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@ -83,7 +83,7 @@ class ModelBase : public Module {
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/** Notifies the gamelogic of a collision event */
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void SendEntityCollisionEvent (const unsigned int reference_entity_id,
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const unsigned int incidence_entity_id, float collision_time, vector3d normal);
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const unsigned int incidence_entity_id, float collision_time, vector3d point, vector3d normal);
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virtual void SetGameState (const unsigned int &state) {
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mLastGameState = mGameState;
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@ -100,7 +100,7 @@ int PhysicsBase::Simulate (float msec, ModelBase* model) {
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ResolveCollision (0., entity_a_id, entity_b_id, info);
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// Send the collision event to the Model (if we have one)
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if (model) {
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.normal);
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
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}
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// collision_remaining_step -= 1.0e-4;
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} else {
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@ -109,7 +109,7 @@ int PhysicsBase::Simulate (float msec, ModelBase* model) {
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ResolveCollision (info.time * (1 - alpha), entity_a_id, entity_b_id, info);
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// Send the collision event to the Model (if we have one)
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if (model) {
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.normal);
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model->SendEntityCollisionEvent (entity_a_id, entity_b_id, info.time, info.point, info.normal);
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}
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collision_remaining_step -= info.time * (1 - alpha);
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}
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