// ----------------------------------------------------------------------------
// CCsConversationCacheHelper::Run
// Called from the scheduler
// ----------------------------------------------------------------------------
void CCsConversationCacheHelper::RunL()
{
    switch (iState)
    {
        case ECsProcessConversation:
        {
            HandleProcessConversationL();
        }
            break;

        case ECsSpecialConversation:
        {
            HandleSpecialConversationL();
        }
            break;

        case ECsConversationFoundInCache:
        {
            HandleConversationInCacheL();
        }
            break;

        case ECsResolveConversation:
        {
            ResolveContact(iConversationEvent);
        }
            break;
    }
}
Example #2
0
	void RuleContact::DoStep()
	{
		for (PairSelector::IteratorPtr it = m_Selector->Begin(); !it->IsEnd(); it->Next())
		{			
			const CircleObjectPtr& obj1 = it->GetFirst();
			const CircleObjectPtr& obj2 = it->GetSecond();
			
			if (!IsIntersection(obj1, obj2))
				continue;
			
			ResolveContact(obj1, obj2);
		}
	}
//////////////////////////////////////////////////////////////////////////////////////////
// Detects all collisions of various types with each object.
void PerformCollisionDetection(GameRoom* room, GamePlayer* player, double dt,  float xScale, float yScale, float zNear, float zFar){
	dt/=1000;
	vector<GameObject*> Objects = room->GetGameObjects();
	PSystems* ps;// = Render::gameState->GetParticleSystems();
	list<Projectile*>* projs = ps->GetBullets();
	/////////////////////////////////////////////////////////////////////////////
	// PARTICLE COLLISION DETECTION
	/////////////////////////////////////////////////////////////////////////////
	for(unsigned int i = 0; i<Objects.size(); i++){
		GameObject* o = Objects[i];
		if(o->CollisionTierNum<1) continue;
		vector<Vec3f> aBox = o->boundingBox;
		Vector3f pos = o->GetPosition();
		Vec3f p(pos.x(), pos.y(), pos.z());
		Vec4f r = o->GetRotation();
		Vec4f wv = o->angularVelocity;
		Vec3f v = o->velocity;
		UpdateCoords(aBox, p, v, r, wv, 0, 1.f, true, 1.0, xScale, yScale, zNear, zFar);
		for(list<Projectile*>::iterator it = projs->begin(); it != projs->end(); ++it){
			vector<Vec3f> bBox = (*(*it)).boundingBox;
			Vector3f pos2 = (*(*it)).getPosition();
			Vec3f p2(pos.x(), pos.y(), pos.z());
			Vec4f r2(0,0,1,0);
			Vec4f wv2(1,0,0,0);
			Vector3f vel2 = (*(*it)).getVelocity();
			Vec3f v2(vel2.x(), vel2.y(), vel2.z());
			UpdateCoords(bBox, p2, v2, r2, wv2, 0, 10.f, true, 1.0,  xScale, yScale, zNear, zFar);
			Simplex P;
			Vec3f V;
			V = GJKDistance(aBox, bBox, P);
			if(P.GetSize() > 3 || V.norm() < tolerance){ //We have a collision
				Vec3f contact = ResolveContact(P); 
				o->collidedProjectiles.push_back((*it));
				CollisionData o1D, o2D;
				o1D.pointOfContact = contact;
				o1D.contactNormal = V.normalized();
				o->projectileCollisionData[(*it)]=o1D;
				(*it)->drawCollision = true;
			}
		}

	}

	////////////////////////////////////////////////////////////////////////////
	// SPECIAL DATA FOR MAIN CHARACTER ONLY
	////////////////////////////////////////////////////////////////////////////



	//////////////////////////////////////////////////
	//	Tier 0 collision
	//////////////////////////////////////////////////

	for(unsigned int a = 0; a<Objects.size()-1; a++){
		GameObject* o1 = Objects[a];
		if(o1->CollisionTierNum < 1 )continue;
		vector<Vec3f> aBox = o1->boundingBox;
		Vector3f pos = o1->GetPosition();
		Vec3f position = Vec3f(pos.x(), pos.y(), pos.z()); 
		Vec4f rotation = o1->GetRotation(); 
		Vec3f vel = o1->velocity;
		Vec4f wvel = o1->angularVelocity;
		UpdateCoords(aBox, position, vel, rotation, wvel ,dt, o1->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
		vector<Vec3f> oldABox = o1->boundingBox;
		UpdateCoords(oldABox, position, vel, rotation, wvel,0, o1->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
		for(unsigned int i = 0; i <oldABox.size(); i++){
			aBox.push_back(oldABox[i]);
		}
		for(unsigned int b = a+1; b<Objects.size(); b++){
			GameObject* o2 = Objects[b];
			if(o1->objType == WORLD_OBJECT_TYPE && o2->objType == WORLD_OBJECT_TYPE || o2->CollisionTierNum < 1){
				continue;
			}
			vector<Vec3f> bBox = o2->boundingBox;
			pos= o2->GetPosition();
			position = Vec3f(pos.x(), pos.y(), pos.z());
			vel = o2->velocity;
			rotation = o2->GetRotation();
			wvel = o2->angularVelocity;
			UpdateCoords(bBox, position, vel, rotation, wvel,dt, o2->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
			vector<Vec3f> oldBBox = o2->boundingBox;
			UpdateCoords(oldBBox, position, vel, rotation, wvel,0, o2->outSideCollisionScale,true, 1.f, xScale, yScale, zNear, zFar);
			for(unsigned int i = 0; i <oldBBox.size(); i++){
				bBox.push_back(oldBBox[i]);
			}
			Simplex P;
			Vec3f V;
			V = GJKDistance(aBox, bBox, P);
			if(V.norm() < tolerance){ //We have a collision
				if(!AlreadyIn(o1, o2, 0, room)){
					Vec3f contact = ResolveContact(P); 
					room->collisionTier0List[o1].push_back(o2);
					room->collisionTier0List[o2].push_back(o1);
					CollisionData o1D, o2D;
					o1D.pointOfContact = contact;
					o2D.pointOfContact = contact;
					o1D.contactNormal = V.normalized();
					o2D.contactNormal = -V.normalized();
					o1->tier0CollisionData[o2] = o1D;
					o2->tier0CollisionData[o1] = o2D;
				}
			}
		}
	}
	////////////////////////////////////////////////
	// Tier 1 collision
	///////////////////////////////////////////////
	map<GameObject*, vector<GameObject*> >::iterator it = room->collisionTier0List.begin();
	while(it!=room->collisionTier0List.end()){
		GameObject* o1 = it->first;
		if(o1->CollisionTierNum<2)
			continue;
		Vector3f pos = o1->GetPosition();
		Vec3f position(pos.x(), pos.y(), pos.z());
		Vec4f rotation = o1->GetRotation();
		Vec3f vel = o1->velocity;
		Vec4f wvel = o1->angularVelocity;
		vector<Vec3f> aBox = o1->boundingBox;
		UpdateCoords(aBox,position, vel, rotation, wvel ,0, 1.0,true, 1.f, xScale, yScale, zNear, zFar);
	//	vector<Vec3f> oldABox = o1->boundingBox;
	//	UpdateCoords(aBox,position, vel, rotation, wvel ,0, 1.0,true, 1.f, xScale, yScale, zNear, zFar);
	//	for(unsigned int i = 0; i <oldABox.size(); i++){
	//		aBox.push_back(oldABox[i]);
	//	}
		vector<GameObject*> Bs = it->second;
		it++;
		for(unsigned int b = 0; b<Bs.size(); b++){
			GameObject* o2 = Bs[b];
			if(o2->CollisionTierNum<2)
				continue;
			vector<Vec3f> bBox = o2->boundingBox;
			//pos = o2->GetPosition();
			position = Vec3f(pos.x(), pos.y(), pos.z());
			vel = o2->velocity;
			wvel = o2->angularVelocity;
			rotation = o2->GetRotation();
			UpdateCoords(bBox, position, vel, rotation, wvel ,0,1.0, true, 1.f, xScale, yScale, zNear, zFar);
			vector<Vec3f> oldBBox = o2->boundingBox;
			//UpdateCoords(oldBBox,position, vel, rotation, wvel ,0, 1.0, true, 1.f, xScale, yScale, zNear, zFar);
			//for(unsigned int i = 0; i <oldBBox.size(); i++){
			//	bBox.push_back(oldBBox[i]);
			//}
			Simplex P;
			Vec3f V;
			V = GJKDistance(aBox, bBox, P);
			if(V.norm() < tolerance){ //We have a collision.
				if(!AlreadyIn(o1, o2, 1, room)) {
					if(o1->objType == ACTIVE_OBJECT_TYPE && o2->objType == ACTIVE_OBJECT_TYPE){
						o1->drawCollision = true;
						o2->drawCollision = true;
					}
					Vec3f contact = ResolveContact(P);
					room->collisionTier1List[o1].push_back(o2);
					room->collisionTier1List[o2].push_back(o1);
					CollisionData o1D, o2D;
					o1D.pointOfContact = contact;
					o2D.pointOfContact = contact;
					o1D.contactNormal = V.normalized();
					o2D.contactNormal = -V.normalized();
					o1->tier1CollisionData[o2] = o1D;
					o2->tier1CollisionData[o1] = o2D;
				}
			}
		}
	}
	//////////////////////////////////////////////////////////////////////////////
	//
	// Mesh Level Detection
	//
	/////////////////////////////////////////////////////////////////////////////

}