mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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62 lines
2.8 KiB
C++
62 lines
2.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/shapeBase.h"
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#include "T3D/item.h"
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#include "T3D/trigger.h"
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//----------------------------------------------------------------------------
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void collisionFilter(SceneObject* object,void *key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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ShapeBase* ptr = reinterpret_cast<ShapeBase*>(info->key);
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if (object->getTypeMask() & ItemObjectType) {
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// We've hit it's bounding box, that's close enough for items.
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Item* item = static_cast<Item*>(object);
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if (ptr != item->getCollisionObject())
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ptr->queueCollision(item,ptr->getVelocity() - item->getVelocity());
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}
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else
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if (object->getTypeMask() & TriggerObjectType) {
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// We've hit it's bounding box, that's close enough for triggers
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Trigger* pTrigger = static_cast<Trigger*>(object);
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pTrigger->potentialEnterObject(ptr);
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}
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else
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if (object->getTypeMask() & CorpseObjectType) {
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// Ok, guess it's close enough for corpses too...
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ShapeBase* col = static_cast<ShapeBase*>(object);
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ptr->queueCollision(col,ptr->getVelocity() - col->getVelocity());
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}
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else
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object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
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}
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void defaultFilter(SceneObject* object,void * key)
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{
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SceneContainer::CallbackInfo* info = reinterpret_cast<SceneContainer::CallbackInfo*>(key);
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object->buildPolyList(info->context,info->polyList,info->boundingBox,info->boundingSphere);
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}
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