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//
// Face Face Intersection
//
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#include "CKAll.h"
CKObjectDeclaration *FillBehaviorFaceFaceIntersectionDecl();
CKERROR CreateFaceFaceIntersectionProto(CKBehaviorPrototype **);
int FaceFaceIntersection(const CKBehaviorContext& behcontext);
CKObjectDeclaration *FillBehaviorFaceFaceIntersectionDecl()
{
CKObjectDeclaration *od = CreateCKObjectDeclaration("Face Face Intersection");
od->SetDescription("Detects the collision between two 3D entities at the face level.");
/* rem:
In: triggers the process.
True: is activated if the 2 entities are in intersection.
False: is activated if the 2 entities are not in intersection.
Entity 1: first entity to be tested.
Entity 2: second entity to be tested.
This building block detects the collision between each faces of the first entity and each faces of the second entity.
*/
/* warning:
- This building block tells at a given time if the object 1 is touching or not the object 2.
If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.
If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.
*/
od->SetCategory("Collisions/Intersection");
od->SetType( CKDLL_BEHAVIORPROTOTYPE);
od->SetGuid(CKGUID(0x11426a61,0x1a815584));
od->SetAuthorGuid(VIRTOOLS_GUID);
od->SetAuthorName("Virtools");
od->SetVersion(0x00010000);
od->SetCreationFunction(CreateFaceFaceIntersectionProto);
od->SetCompatibleClassId(CKCID_BEOBJECT);
od->NeedManager(COLLISION_MANAGER_GUID);
return od;
}
CKERROR CreateFaceFaceIntersectionProto(CKBehaviorPrototype **pproto)
{
CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Face Face Intersection");
if(!proto) return CKERR_OUTOFMEMORY;
proto->DeclareInput("In");
proto->DeclareOutput("True");
proto->DeclareOutput("False");
proto->DeclareInParameter("Entity 1",CKPGUID_3DENTITY);
proto->DeclareInParameter("Entity 2",CKPGUID_3DENTITY);
proto->SetFlags(CK_BEHAVIORPROTOTYPE_NORMAL);
proto->SetFunction(FaceFaceIntersection);
*pproto = proto;
return CK_OK;
}
int FaceFaceIntersection(const CKBehaviorContext& behcontext)
{
CKBehavior* beh = behcontext.Behavior;
CKContext* ctx = behcontext.Context;
CKCollisionManager* cm = (CKCollisionManager*)ctx->GetManagerByGuid(COLLISION_MANAGER_GUID);
// Set Input state
beh->ActivateInput(0,FALSE);
CK3dEntity* ent1 = (CK3dEntity*)beh->GetInputParameterObject(0);
CK3dEntity* ent2 = (CK3dEntity*)beh->GetInputParameterObject(1);
if(!ent1 || !ent2) {
beh->ActivateOutput(1);
return CKBR_OK;
}
BOOL Collision = cm->FaceFaceIntersection(ent1,ent2);
if (Collision) {
beh->ActivateOutput(0);
beh->ActivateOutput(1,FALSE);
} else {
beh->ActivateOutput(0,FALSE);
beh->ActivateOutput(1);
}
return CKBR_OK;
}