Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. More...
#include <nirtcpp/core/engine/ISceneCollisionManager.hpp>
Public Member Functions | |
virtual bool | getCollisionPoint (SCollisionHit &hitResult, const core::line3d< f32 > &ray, ITriangleSelector *selector)=0 |
Finds the nearest collision point of a line and lots of triangles, if there is one. | |
virtual bool | getCollisionPoint (const core::line3d< f32 > &ray, ITriangleSelector *selector, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, ISceneNode *&outNode) |
Finds the nearest collision point of a line and lots of triangles, if there is one. | |
virtual core::vector3df | getCollisionResultPosition (ITriangleSelector *selector, const core::vector3df &ellipsoidPosition, const core::vector3df &ellipsoidRadius, const core::vector3df &ellipsoidDirectionAndSpeed, core::triangle3df &triout, core::vector3df &hitPosition, bool &outFalling, ISceneNode *&outNode, f32 slidingSpeed=0.0005f, const core::vector3df &gravityDirectionAndSpeed=core::vector3df(0.0f, 0.0f, 0.0f))=0 |
Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid. | |
virtual core::line3d< f32 > | getRayFromScreenCoordinates (const core::position2d< s32 > &pos, const ICameraSceneNode *camera=0)=0 |
Returns a 3d ray which would go through the 2d screen coordinates. | |
virtual core::position2d< s32 > | getScreenCoordinatesFrom3DPosition (const core::vector3df &pos, const ICameraSceneNode *camera=0, bool useViewPort=false)=0 |
Calculates 2d screen position from a 3d position. | |
virtual ISceneNode * | getSceneNodeFromScreenCoordinatesBB (const core::position2d< s32 > &pos, s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode *root=0)=0 |
Gets the scene node, which is currently visible under the given screen coordinates, viewed from the currently active camera. | |
virtual ISceneNode * | getSceneNodeFromRayBB (const core::line3d< f32 > &ray, s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode *root=0)=0 |
Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask. | |
virtual ISceneNode * | getSceneNodeFromCameraBB (const ICameraSceneNode *camera, s32 idBitMask=0, bool bNoDebugObjects=false)=0 |
Get the scene node, which the given camera is looking at and whose id matches the bitmask. | |
virtual ISceneNode * | getSceneNodeAndCollisionPointFromRay (SCollisionHit &hitResult, const core::line3df &ray, s32 idBitMask=0, ISceneNode *collisionRootNode=0, bool noDebugObjects=false)=0 |
Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes. | |
virtual ISceneNode * | getSceneNodeAndCollisionPointFromRay (const core::line3df &ray, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, s32 idBitMask=0, ISceneNode *collisionRootNode=0, bool noDebugObjects=false) |
Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes. | |
Public Member Functions inherited from nirt::IReferenceCounted | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
s32 | getReferenceCount () const |
Get the reference count. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
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inlinevirtual |
Finds the nearest collision point of a line and lots of triangles, if there is one.
ray | Line with which collisions are tested. |
selector | TriangleSelector containing the triangles. It can be created for example using ISceneManager::createTriangleSelector() or ISceneManager::createTriangleOctreeSelector(). |
outCollisionPoint | If a collision is detected, this will contain the position of the nearest collision to the line-start. |
outTriangle | If a collision is detected, this will contain the triangle with which the ray collided. |
outNode | If a collision is detected, this will contain the scene node associated with the triangle that was hit. |
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pure virtual |
Finds the nearest collision point of a line and lots of triangles, if there is one.
hitResult | Contains collision result when there was a collision detected. |
ray | Line with which collisions are tested. |
selector | TriangleSelector to be used for the collision check. |
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pure virtual |
Collides a moving ellipsoid with a 3d world with gravity and returns the resulting new position of the ellipsoid.
This can be used for moving a character in a 3d world: The character will slide at walls and is able to walk up stairs. The method used how to calculate the collision result position is based on the paper "Improved Collision detection and Response" by Kasper Fauerby.
selector | TriangleSelector containing the triangles of the world. It can be created for example using ISceneManager::createTriangleSelector() or ISceneManager::createTriangleOctreeSelector(). |
ellipsoidPosition | Position of the ellipsoid. |
ellipsoidRadius | Radius of the ellipsoid. |
ellipsoidDirectionAndSpeed | Direction and speed of the movement of the ellipsoid. |
triout | Optional parameter where the last triangle causing a collision is stored, if there is a collision. |
hitPosition | Return value for the position of the collision |
outFalling | Is set to true if the ellipsoid is falling down, caused by gravity. |
outNode | the node with which the ellipsoid collided (if any) |
slidingSpeed | DOCUMENTATION NEEDED. |
gravityDirectionAndSpeed | Direction and force of gravity. |
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pure virtual |
Returns a 3d ray which would go through the 2d screen coordinates.
pos | Screen coordinates in pixels. |
camera | Camera from which the ray starts. If null, the active camera is used. |
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inlinevirtual |
Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
Works same as other getSceneNodeAndCollisionPointFromRay but returns less information. (was written before the other getSceneNodeAndCollisionPointFromRay implementation).
ray | Line with which collisions are tested. |
outCollisionPoint | If a collision is detected, this will contain the position of the nearest collision. |
outTriangle | If a collision is detected, this will contain the triangle with which the ray collided. |
idBitMask | Only scene nodes with an id which matches at least one of the bits contained in this mask will be tested. However, if this parameter is 0, then all nodes are checked. |
collisionRootNode | the scene node at which to begin checking. Only this node and its children will be checked. If you want to check the entire scene, pass 0, and the root scene node will be used (this is the default). |
noDebugObjects | when true, debug objects are not considered viable targets. Debug objects are scene nodes with IsDebugObject() = true. |
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pure virtual |
Perform a ray/box and ray/triangle collision check on a hierarchy of scene nodes.
This checks all scene nodes under the specified one, first by ray/bounding box, and then by accurate ray/triangle collision, finding the nearest collision, and the scene node containing it. It returns the node hit, and (via output parameters) the position of the collision, and the triangle that was hit.
All scene nodes in the hierarchy tree under the specified node are checked. Only nodes that are visible, with an ID that matches at least one bit in the supplied bitmask, and which have a triangle selector are considered as candidates for being hit. You do not have to build a meta triangle selector; the individual triangle selectors of each candidate scene node are used automatically.
ray | Line with which collisions are tested. |
outCollisionPoint | If a collision is detected, this will contain the position of the nearest collision. |
outTriangle | If a collision is detected, this will contain the triangle with which the ray collided. |
idBitMask | Only scene nodes with an id which matches at least one of the bits contained in this mask will be tested. However, if this parameter is 0, then all nodes are checked. |
collisionRootNode | the scene node at which to begin checking. Only this node and its children will be checked. If you want to check the entire scene, pass 0, and the root scene node will be used (this is the default). |
noDebugObjects | when true, debug objects are not considered viable targets. Debug objects are scene nodes with IsDebugObject() = true. |
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pure virtual |
Get the scene node, which the given camera is looking at and whose id matches the bitmask.
A ray is simply cast from the position of the camera to the view target position, and all scene nodes are tested against this ray. The collision tests are done using a bounding box for each scene node.
camera | Camera from which the ray is cast. |
idBitMask | Only scene nodes with an id which matches at least one of the bits contained in this mask will be tested. However, if this parameter is 0, then all nodes are checked. feature is disabled. Please note that the default node id of -1 will match with every bitmask != 0 |
bNoDebugObjects | Doesn't take debug objects into account when true. These are scene nodes with IsDebugObject() = true. |
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pure virtual |
Returns the nearest scene node which collides with a 3d ray and whose id matches a bitmask.
The collision tests are done using a bounding box for each scene node. The recursive search can be limited be specifying a scene node.
ray | Line with which collisions are tested. |
idBitMask | Only scene nodes with an id which matches at least one of the bits contained in this mask will be tested. However, if this parameter is 0, then all nodes are checked. |
bNoDebugObjects | Doesn't take debug objects into account when true. These are scene nodes with IsDebugObject() = true. |
root | If different from 0, the search is limited to the children of this node. |
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pure virtual |
Gets the scene node, which is currently visible under the given screen coordinates, viewed from the currently active camera.
The collision tests are done using a bounding box for each scene node. You can limit the recursive search so just all children of the specified root are tested.
pos | Position in pixel screen coordinates, under which the returned scene node will be. |
idBitMask | Only scene nodes with an id with bits set like in this mask will be tested. If the BitMask is 0, this feature is disabled. Please note that the default node id of -1 will match with every bitmask != 0 |
bNoDebugObjects | Doesn't take debug objects into account when true. These are scene nodes with IsDebugObject() = true. |
root | If different from 0, the search is limited to the children of this node. |
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pure virtual |
Calculates 2d screen position from a 3d position.
pos | 3D position in world space to be transformed into 2d. |
camera | Camera to be used. If null, the currently active camera is used. |
useViewPort | Calculate screen coordinates relative to the current view port. Please note that unless the driver does not take care of the view port, it is usually best to get the result in absolute screen coordinates (flag=false). |