deargui-vpl/ref/virtools/Samples/Behaviors/Collision/behaviors src/BoxFaceIntersection.cpp

102 lines
3.2 KiB
C++

/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
//
// Box FAce Intersection
//
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
#include "CKAll.h"
CKObjectDeclaration *FillBehaviorBoxFaceIntersectionDecl();
CKERROR CreateBoxFaceIntersectionProto(CKBehaviorPrototype **);
int BoxFaceIntersection(const CKBehaviorContext& behcontext);
CKObjectDeclaration *FillBehaviorBoxFaceIntersectionDecl()
{
CKObjectDeclaration *od = CreateCKObjectDeclaration("Box Face Intersection");
od->SetDescription("Detects the collision between the first entity's bounding box and each faces of the second entity.");
/* rem:
<SPAN CLASS=in>In: </SPAN>triggers the process.<BR>
<BR>
<SPAN CLASS=out>True: </SPAN>is activated if the 2 entities are in intersection.<BR>
<SPAN CLASS=out>False: </SPAN>is activated if the 2 entities are not in intersection.<BR>
<BR>
<SPAN CLASS=pin>Entity 1: </SPAN>first entity to be tested.<BR>
<SPAN CLASS=pin>Entity 2: </SPAN>second entity to be tested.<BR>
<BR>
This building block detects the collision between the first entity's bounding box and each faces of the second entity.<BR>
*/
/* warning:
- This building block tells at a given time if the object 1 is touching or not the object 2.<BR>
If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.<BR>
If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.<BR>
*/
od->SetCategory("Collisions/Intersection");
od->SetType( CKDLL_BEHAVIORPROTOTYPE);
od->SetGuid(CKGUID(0xf1c5480,0x4a811cb));
od->SetAuthorGuid(VIRTOOLS_GUID);
od->SetAuthorName("Virtools");
od->SetVersion(0x00010000);
od->SetCreationFunction(CreateBoxFaceIntersectionProto);
od->SetCompatibleClassId(CKCID_BEOBJECT);
od->NeedManager(COLLISION_MANAGER_GUID);
return od;
}
CKERROR CreateBoxFaceIntersectionProto(CKBehaviorPrototype **pproto)
{
CKBehaviorPrototype *proto = CreateCKBehaviorPrototype("Box 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->DeclareInParameter("Hierarchy 1",CKPGUID_BOOL,"FALSE");
proto->SetFlags(CK_BEHAVIORPROTOTYPE_NORMAL);
proto->SetFunction(BoxFaceIntersection);
*pproto = proto;
return CK_OK;
}
int BoxFaceIntersection(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 eh1 = FALSE;
beh->GetInputParameterValue(2,&eh1);
BOOL Collision = cm->BoxFaceIntersection(ent1,eh1,TRUE,ent2);
if (Collision) {
beh->ActivateOutput(0);
} else {
beh->ActivateOutput(1);
}
return CKBR_OK;
}