Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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Special scene node animator for doing automatic collision detection and response. More...
#include <nirtcpp/core/engine/ISceneNodeAnimatorCollisionResponse.hpp>
Public Member Functions | |
virtual | ~ISceneNodeAnimatorCollisionResponse () |
Destructor. | |
virtual bool | isFalling () const =0 |
Check if the attached scene node is falling. | |
virtual void | setEllipsoidRadius (const core::vector3df &radius)=0 |
Sets the radius of the ellipsoid for collision detection and response. | |
virtual core::vector3df | getEllipsoidRadius () const =0 |
Returns the radius of the ellipsoid for collision detection and response. | |
virtual void | setGravity (const core::vector3df &gravity)=0 |
Sets the gravity of the environment. | |
virtual core::vector3df | getGravity () const =0 |
virtual void | jump (f32 jumpSpeed)=0 |
'Jump' the animator, by adding a jump speed opposite to its gravity | |
virtual void | setAnimateTarget (bool enable)=0 |
Should the Target react on collision ( default = true ) | |
virtual bool | getAnimateTarget () const =0 |
virtual void | setEllipsoidTranslation (const core::vector3df &translation)=0 |
Set translation of the collision ellipsoid. | |
virtual core::vector3df | getEllipsoidTranslation () const =0 |
Get the translation of the ellipsoid for collision detection. | |
virtual void | setWorld (ITriangleSelector *newWorld)=0 |
Sets a triangle selector holding all triangles of the world with which the scene node may collide. | |
virtual ITriangleSelector * | getWorld () const =0 |
Get the current triangle selector containing all triangles for collision detection. | |
virtual void | setTargetNode (ISceneNode *node)=0 |
Set the single node that this animator will act on. | |
virtual ISceneNode * | getTargetNode (void) const =0 |
Gets the single node that this animator is acting on. | |
virtual bool | collisionOccurred () const =0 |
Returns true if a collision occurred during the last animateNode() | |
virtual const core::vector3df & | getCollisionPoint () const =0 |
Returns the last point of collision. | |
virtual const core::triangle3df & | getCollisionTriangle () const =0 |
Returns the last triangle that caused a collision. | |
virtual const core::vector3df & | getCollisionResultPosition (void) const =0 |
Returns the position that the target node will be moved to, unless the collision is consumed in a callback. | |
virtual ISceneNode * | getCollisionNode (void) const =0 |
Returns the node that was collided with. | |
virtual void | setCollisionCallback (ICollisionCallback *callback)=0 |
Sets a callback interface which will be called if a collision occurs. | |
Public Member Functions inherited from nirt::scene::ISceneNodeAnimator | |
virtual void | animateNode (ISceneNode *node, u32 timeMs)=0 |
Animates a scene node. | |
virtual ISceneNodeAnimator * | createClone (ISceneNode *node, ISceneManager *newManager=0)=0 |
Creates a clone of this animator. | |
virtual bool | isEventReceiverEnabled () const |
Returns true if this animator receives events. | |
virtual bool | OnEvent (const SEvent &event) override |
Event receiver, override this function for camera controlling animators. | |
virtual ESCENE_NODE_ANIMATOR_TYPE | getType () const |
Returns type of the scene node animator. | |
virtual bool | hasFinished (void) const |
Returns if the animator has finished. | |
virtual void | setStartTime (u32 time, bool resetPauseTime=true) |
Reset a time-based movement by changing the starttime. | |
virtual nirt::u32 | getStartTime () const |
Get the starttime. | |
virtual void | setEnabled (bool enabled, u32 timeNow=0) |
Sets the enabled state of this element. | |
virtual bool | isEnabled () const |
virtual void | serializeAttributes (io::IAttributes *out, io::SAttributeReadWriteOptions *options=0) const override |
Writes attributes of the scene node animator. | |
virtual void | deserializeAttributes (io::IAttributes *in, io::SAttributeReadWriteOptions *options=0) override |
Reads attributes of the scene node animator. | |
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. | |
Public Member Functions inherited from nirt::IEventReceiver | |
virtual | ~IEventReceiver () |
Destructor. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::scene::ISceneNodeAnimator | |
void | cloneMembers (const ISceneNodeAnimator *toCopyFrom) |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
Protected Attributes inherited from nirt::scene::ISceneNodeAnimator | |
bool | IsEnabled |
u32 | PauseTimeSum |
Only enabled animators are updated. | |
u32 | PauseTimeStart |
Sum up time which the animator was disabled. | |
u32 | StartTime |
Last time setEnabled(false) was called with a timer > 0. | |
Special scene node animator for doing automatic collision detection and response.
This scene node animator can be attached to any single scene node and will then prevent it from moving through specified collision geometry (e.g. walls and floors of the) world, as well as having it fall under gravity. This animator provides a simple implementation of first person shooter cameras. Attach it to a camera, and the camera will behave as the player control in a first person shooter game: The camera stops and slides at walls, walks up stairs, falls down if there is no floor under it, and so on.
The animator will treat any change in the position of its target scene node as movement, including a setPosition(), as movement. If you want to teleport the target scene node manually to a location without it being effected by collision geometry, then call setTargetNode(node) after calling node->setPosition().
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pure virtual |
Returns the position that the target node will be moved to, unless the collision is consumed in a callback.
If you have a collision callback registered, and it consumes the collision, then the node will ignore the collision and will not stop at this position. Instead, it will move fully to the position that caused the collision to occur.
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pure virtual |
Returns the radius of the ellipsoid for collision detection and response.
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pure virtual |
Get the translation of the ellipsoid for collision detection.
See ISceneNodeAnimatorCollisionResponse::setEllipsoidTranslation() for more details.
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pure virtual |
Get current vector of gravity.
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pure virtual |
Gets the single node that this animator is acting on.
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pure virtual |
Check if the attached scene node is falling.
Falling means that there is no blocking wall from the scene node in the direction of the gravity. The implementation of this method is very fast, no collision detection is done when invoking it.
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pure virtual |
'Jump' the animator, by adding a jump speed opposite to its gravity
jumpSpeed | The initial speed of the jump; the velocity will be opposite to this animator's gravity vector. |
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pure virtual |
Sets a callback interface which will be called if a collision occurs.
callback | collision callback handler that will be called when a collision occurs. Set this to 0 to disable the callback. |
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pure virtual |
Sets the radius of the ellipsoid for collision detection and response.
If you have a scene node, and you are unsure about how big the radius should be, you could use the following code to determine it:
radius | New radius of the ellipsoid. |
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pure virtual |
Set translation of the collision ellipsoid.
By default, the ellipsoid for collision detection is created around the center of the scene node, which means that the ellipsoid surrounds it completely. If this is not what you want, you may specify a translation for the ellipsoid.
translation | Translation of the ellipsoid relative to the position of the scene node. |
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pure virtual |
Sets the gravity of the environment.
A good example value would be core::vector3df(0,-100.0f,0) for letting gravity affect all object to fall down. For bigger gravity, make increase the length of the vector. You can disable gravity by setting it to core::vector3df(0,0,0);
gravity | New gravity vector. |
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pure virtual |
Set the single node that this animator will act on.
node | The new target node. Setting this will force the animator to update its last target position for the node, allowing setPosition() to teleport the node through collision geometry. |
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pure virtual |
Sets a triangle selector holding all triangles of the world with which the scene node may collide.
newWorld | New triangle selector containing triangles to let the scene node collide with. |