Irrlicht 3D Engine
ISceneCollisionManager.h
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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
6 #define __I_SCENE_COLLISION_MANAGER_H_INCLUDED__
7 
8 #include "IReferenceCounted.h"
9 #include "vector3d.h"
10 #include "triangle3d.h"
11 #include "position2d.h"
12 #include "line3d.h"
13 
14 namespace irr
15 {
16 
17 namespace scene
18 {
19  class ISceneNode;
20  class ICameraSceneNode;
21  class ITriangleSelector;
22 
25  {
26  public:
27 
29 
41  virtual bool getCollisionPoint(const core::line3d<f32>& ray,
42  ITriangleSelector* selector, core::vector3df& outCollisionPoint,
43  core::triangle3df& outTriangle, ISceneNode*& outNode) =0;
44 
46 
69  ITriangleSelector* selector,
70  const core::vector3df &ellipsoidPosition,
71  const core::vector3df& ellipsoidRadius,
72  const core::vector3df& ellipsoidDirectionAndSpeed,
73  core::triangle3df& triout,
74  core::vector3df& hitPosition,
75  bool& outFalling,
76  ISceneNode*& outNode,
77  f32 slidingSpeed = 0.0005f,
78  const core::vector3df& gravityDirectionAndSpeed
79  = core::vector3df(0.0f, 0.0f, 0.0f)) = 0;
80 
82 
89  const core::position2d<s32>& pos, ICameraSceneNode* camera = 0) = 0;
90 
92 
106  virtual core::position2d<s32> getScreenCoordinatesFrom3DPosition(
107  const core::vector3df& pos, ICameraSceneNode* camera=0, bool useViewPort=false) = 0;
108 
110 
125  virtual ISceneNode* getSceneNodeFromScreenCoordinatesBB(const core::position2d<s32>& pos,
126  s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
127 
129 
142  s32 idBitMask=0, bool bNoDebugObjects=false, ISceneNode* root=0) =0;
143 
145 
162  s32 idBitMask=0, bool bNoDebugObjects = false) = 0;
163 
165 
192  core::line3df ray,
193  core::vector3df & outCollisionPoint,
194  core::triangle3df & outTriangle,
195  s32 idBitMask = 0,
196  ISceneNode * collisionRootNode = 0,
197  bool noDebugObjects = false) = 0;
198  };
199 
200 
201 } // end namespace scene
202 } // end namespace irr
203 
204 #endif
205 
irr::scene::ISceneCollisionManager::getSceneNodeFromRayBB
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.
irr::scene::ISceneCollisionManager::getSceneNodeFromScreenCoordinatesBB
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 screencoordinates,...
irr::scene::ISceneCollisionManager::getCollisionPoint
virtual bool getCollisionPoint(const core::line3d< f32 > &ray, ITriangleSelector *selector, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, ISceneNode *&outNode)=0
Finds the nearest collision point of a line and lots of triangles, if there is one.
irr::scene::ISceneCollisionManager::getCollisionResultPosition
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 th...
IReferenceCounted.h
irr::scene::ITriangleSelector
Interface to return triangles with specific properties.
Definition: ITriangleSelector.h:28
irr::scene::ISceneCollisionManager::getRayFromScreenCoordinates
virtual core::line3d< f32 > getRayFromScreenCoordinates(const core::position2d< s32 > &pos, ICameraSceneNode *camera=0)=0
Returns a 3d ray which would go through the 2d screen coodinates.
irr::scene::ICameraSceneNode
Scene Node which is a (controlable) camera.
Definition: ICameraSceneNode.h:23
irr::core::line3d
3D line between two points with intersection methods.
Definition: line3d.h:18
irr::scene::ISceneCollisionManager::getScreenCoordinatesFrom3DPosition
virtual core::position2d< s32 > getScreenCoordinatesFrom3DPosition(const core::vector3df &pos, ICameraSceneNode *camera=0, bool useViewPort=false)=0
Calculates 2d screen position from a 3d position.
irr::s32
signed int s32
32 bit signed variable.
Definition: irrTypes.h:66
irr::scene::ISceneCollisionManager::getSceneNodeFromCameraBB
virtual ISceneNode * getSceneNodeFromCameraBB(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.
vector3d.h
irr::core::triangle3d
3d triangle template class for doing collision detection and other things.
Definition: triangle3d.h:20
irr::IReferenceCounted
Base class of most objects of the Irrlicht Engine.
Definition: IReferenceCounted.h:41
position2d.h
irr::f32
float f32
32 bit floating point variable.
Definition: irrTypes.h:104
irr
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:12
irr::scene::ISceneCollisionManager
The Scene Collision Manager provides methods for performing collision tests and picking on scene node...
Definition: ISceneCollisionManager.h:24
line3d.h
irr::scene::ISceneNode
Scene node interface.
Definition: ISceneNode.h:40
irr::core::vector3d< f32 >
irr::scene::ISceneCollisionManager::getSceneNodeAndCollisionPointFromRay
virtual ISceneNode * getSceneNodeAndCollisionPointFromRay(core::line3df ray, core::vector3df &outCollisionPoint, core::triangle3df &outTriangle, s32 idBitMask=0, ISceneNode *collisionRootNode=0, bool noDebugObjects=false)=0
Perform a ray/box and ray/triangle collision check on a heirarchy of scene nodes.
triangle3d.h