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