decCollisionCylinder Class Reference

Cylinder Collision Volume. More...

#include <decCollisionCylinder.h>

Inheritance diagram for decCollisionCylinder:
decCollisionVolume

List of all members.

Public Member Functions

Constructors and Destructors
 decCollisionCylinder ()
 Creates a new unoriented cylinder.
 decCollisionCylinder (const decVector &position, float halfHeight, float topRadius, float bottomRadius)
 Creates a new unoriented cylinder.
 decCollisionCylinder (const decVector &position, float halfHeight, float topRadius, float bottomRadius, const decQuaternion &orientation)
 Creates a new oriented cylinder.
virtual ~decCollisionCylinder ()
 Cleans up the collision Cylinder.
First Stage Dispatch
virtual bool VolumeHitsVolume (decCollisionVolume *volume)
 Determines if this volume collides with the given one.
virtual float VolumeMoveHitsVolume (decCollisionVolume *volume, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits another one.
Second Stage Dispatch
virtual bool SphereHitsVolume (decCollisionSphere *sphere)
 Determines if the given sphere collides with this volume.
virtual bool CylinderHitsVolume (decCollisionCylinder *Cylinder)
 Determines if the given cylinder collides with this volume.
virtual bool CapsuleHitsVolume (decCollisionCapsule *capsule)
 Determines if the given capsule collides with this volume.
virtual bool BoxHitsVolume (decCollisionBox *box)
 Determines if the given box collides with this volume.
virtual bool TriangleHitsVolume (decCollisionTriangle *triangle)
 Determines if the given triangle collides with this volume.
virtual bool FrustumHitsVolume (decCollisionFrustum *frustum)
 Determines if the given frustum collides with this volume.
virtual float SphereMoveHitsVolume (decCollisionSphere *sphere, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a sphere.
virtual float CylinderMoveHitsVolume (decCollisionCylinder *Cylinder, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a cylinder.
virtual float CapsuleMoveHitsVolume (decCollisionCapsule *capsule, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a capsule.
virtual float BoxMoveHitsVolume (decCollisionBox *box, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a box.
virtual float TriangleMoveHitsVolume (decCollisionTriangle *triangle, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a triangle.
virtual float FrustumMoveHitsVolume (decCollisionFrustum *frustum, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until this volume hits a frustum.
virtual float PointMoveHitsVolume (const decVector &point, const decVector &displacement, decVector *normal)
 Retrieves the distance travelled along a given displacement vector until the given point hits this volume.
Enclosing Volumes
virtual void GetEnclosingSphere (decCollisionSphere *sphere)
 Retrieves the sphere volume best enclosing this volume.
virtual void GetEnclosingBox (decCollisionBox *box)
 Retrieves the box volume best enclosing this volume.
Miscelanous Functions
virtual decVector ClosestPointTo (const decVector &point)
 Retrieves the closest point on the volume.
virtual decVector NormalAtPoint (const decVector &point)
 Retrieves the surface normal through the given point.
virtual bool RayHitsVolume (const decVector &rayOrigin, const decVector &rayDirection, float &hitDistance)
 Determines if a ray hits the volume.
Visiting
virtual void Visit (decCollisionVolumeVisitor *visitor)
 Visits the collision volume.
Collision Routines
bool SphereHitsCylinder (decCollisionSphere *sphere)
 Determines if the given sphere collides with this Cylinder.
bool CylinderHitsCylinder (decCollisionCylinder *Cylinder)
 Determines if the given Cylinder collides with this Cylinder.
float SphereMoveHitsCylinder (decCollisionSphere *sphere, const decVector &displacement, decVector *normal)
 Determines the distance of the given sphere to move until colliding with this Cylinder.
float CylinderMoveHitsCylinder (decCollisionCylinder *Cylinder, const decVector &displacement, decVector *normal)
 Determines the distance of the given Cylinder to move until colliding with this Cylinder.
Management
const decVectorGetPosition () const
 Retrieves the cylinder center.
void SetPosition (const decVector &position)
 Sets the position.
const decQuaternionGetOrientation () const
 Retrieves the orientation.
void SetOrientation (const decQuaternion &orientation)
 Sets the orientation.
void ClearOrientation ()
 Clears the orientation of the cylinder setting it to the identity quaternion.
float GetHalfHeight () const
 Retrieves the half height.
void SetHalfHeight (float halfHeight)
 Sets the half height.
float GetTopRadius () const
 Retrieves the top radius.
void SetTopRadius (float radius)
 Sets the top radius.
float GetBottomRadius () const
 Retrieves the bottom radius.
void SetBottomRadius (float radius)
 Sets the bottom radius.
void SetRadius (float radius)
 Sets both radi to the same value.
bool GetOriented () const
 Determines if this cylinder is oriented.
bool GetAxisAligned () const
 Determines if this cylinder is axis aligned.
bool GetTapered () const
 Determines if this cylinder is tapered.
const decVectorGetAxisX () const
 Retrieves the X-Axis.
const decVectorGetAxisY () const
 Retrieves the Y-Axis.
const decVectorGetAxisZ () const
 Retrieves the Z-Axis.
decVector WorldToLocal (const decVector &point) const
 Transforms a point from world coordinates into local coordinates.
decVector LocalToWorld (const decVector &point) const
 Transforms a point from local coordinates into world coordinates.
decVector NormalWorldToLocal (const decVector &normal) const
 Transforms a normal from world coordinates into local coordinates.
decVector NormalLocalToWorld (const decVector &normal) const
 Transforms a normal from local coordinates into world coordinates.

Detailed Description

Cylinder Collision Volume.

Defines a collision volumed in the shape of a cylinder. The cylinder is defined by a half height and two radi one for the top circle and one for the bottom circle. The cylinder is oriented along the Y-Axis. A cylinder with different radi is a tapered cylinder while a cylinder with two identical radi is a common cylinder. Common cylinders are usually faster.

Author:
Plüss Roland
Version:
1.0
Date:
2008
Warning:
Partially implemented, see function notes

Constructor & Destructor Documentation

decCollisionCylinder::decCollisionCylinder (  )

Creates a new unoriented cylinder.

The half height is set to 0.5, the top and bottom radius are set both to 0.5 too.

decCollisionCylinder::decCollisionCylinder ( const decVector position,
float  halfHeight,
float  topRadius,
float  bottomRadius 
)

Creates a new unoriented cylinder.

Parameters:
positionCenter of the cylinder.
halfHeightHalf the height of the cylinder. Has to be greater than 0.
topRadiusRadius of the top cap. Has to be greater than 0.
bottomRadiusRadius of the bottom cap. Has to be greater than 0.
decCollisionCylinder::decCollisionCylinder ( const decVector position,
float  halfHeight,
float  topRadius,
float  bottomRadius,
const decQuaternion orientation 
)

Creates a new oriented cylinder.

Parameters:
positionCenter of the cylinder.
halfHeightHalf the height of the cylinder. Has to be greater than 0.
topRadiusRadius of the top cap. Has to be greater than 0.
bottomRadiusRadius of the bottom cap. Has to be greater than 0.
orientationOrientation of the cylinder as normalized quaternion.
virtual decCollisionCylinder::~decCollisionCylinder (  ) [virtual]

Cleans up the collision Cylinder.


Member Function Documentation

virtual bool decCollisionCylinder::BoxHitsVolume ( decCollisionBox box ) [virtual]

Determines if the given box collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual float decCollisionCylinder::BoxMoveHitsVolume ( decCollisionBox box,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a box.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual bool decCollisionCylinder::CapsuleHitsVolume ( decCollisionCapsule capsule ) [virtual]

Determines if the given capsule collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual float decCollisionCylinder::CapsuleMoveHitsVolume ( decCollisionCapsule capsule,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a capsule.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

void decCollisionCylinder::ClearOrientation (  )

Clears the orientation of the cylinder setting it to the identity quaternion.

virtual decVector decCollisionCylinder::ClosestPointTo ( const decVector point ) [virtual]

Retrieves the closest point on the volume.

Implements decCollisionVolume.

bool decCollisionCylinder::CylinderHitsCylinder ( decCollisionCylinder Cylinder )

Determines if the given Cylinder collides with this Cylinder.

Warning:
Function is not implemented yet and always returns false.
virtual bool decCollisionCylinder::CylinderHitsVolume ( decCollisionCylinder cylinder ) [virtual]

Determines if the given cylinder collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

float decCollisionCylinder::CylinderMoveHitsCylinder ( decCollisionCylinder Cylinder,
const decVector displacement,
decVector normal 
)

Determines the distance of the given Cylinder to move until colliding with this Cylinder.

Warning:
Function is not implemented yet and always returns 1.
virtual float decCollisionCylinder::CylinderMoveHitsVolume ( decCollisionCylinder cylinder,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a cylinder.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual bool decCollisionCylinder::FrustumHitsVolume ( decCollisionFrustum frustum ) [virtual]

Determines if the given frustum collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual float decCollisionCylinder::FrustumMoveHitsVolume ( decCollisionFrustum frustum,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a frustum.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

bool decCollisionCylinder::GetAxisAligned (  ) const [inline]

Determines if this cylinder is axis aligned.

Returns:
True if the cylinder has an orientation equal to the identity quaternion.
const decVector& decCollisionCylinder::GetAxisX (  ) const [inline]

Retrieves the X-Axis.

Returns:
Normalized vector along the X-Axis.
const decVector& decCollisionCylinder::GetAxisY (  ) const [inline]

Retrieves the Y-Axis.

Returns:
Normalized vector along the Y-Axis.
const decVector& decCollisionCylinder::GetAxisZ (  ) const [inline]

Retrieves the Z-Axis.

Returns:
Normalized vector along the Z-Axis.
float decCollisionCylinder::GetBottomRadius (  ) const [inline]

Retrieves the bottom radius.

virtual void decCollisionCylinder::GetEnclosingBox ( decCollisionBox box ) [virtual]

Retrieves the box volume best enclosing this volume.

Implements decCollisionVolume.

virtual void decCollisionCylinder::GetEnclosingSphere ( decCollisionSphere sphere ) [virtual]

Retrieves the sphere volume best enclosing this volume.

Implements decCollisionVolume.

float decCollisionCylinder::GetHalfHeight (  ) const [inline]

Retrieves the half height.

const decQuaternion& decCollisionCylinder::GetOrientation (  ) const [inline]

Retrieves the orientation.

bool decCollisionCylinder::GetOriented (  ) const [inline]

Determines if this cylinder is oriented.

Returns:
True if the cylinder has an orientation other than the identity quaternion.
const decVector& decCollisionCylinder::GetPosition (  ) const [inline]

Retrieves the cylinder center.

bool decCollisionCylinder::GetTapered (  ) const [inline]

Determines if this cylinder is tapered.

Returns:
True if the top and bottom radius are not identical.
float decCollisionCylinder::GetTopRadius (  ) const [inline]

Retrieves the top radius.

decVector decCollisionCylinder::LocalToWorld ( const decVector point ) const

Transforms a point from local coordinates into world coordinates.

virtual decVector decCollisionCylinder::NormalAtPoint ( const decVector point ) [virtual]

Retrieves the surface normal through the given point.

The point is either right on the surface or near to it. This function is relaxing in this case and tries to calculate the best normal pointing from the volume at the point. For certain points a normal is impossible to determine. The normal in this case is undefined.

Parameters:
pointPoint to determine the normal for.
Returns:
Surface normal at given point.

Reimplemented from decCollisionVolume.

decVector decCollisionCylinder::NormalLocalToWorld ( const decVector normal ) const

Transforms a normal from local coordinates into world coordinates.

decVector decCollisionCylinder::NormalWorldToLocal ( const decVector normal ) const

Transforms a normal from world coordinates into local coordinates.

virtual float decCollisionCylinder::PointMoveHitsVolume ( const decVector point,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until the given point hits this volume.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual bool decCollisionCylinder::RayHitsVolume ( const decVector rayOrigin,
const decVector rayDirection,
float &  hitDistance 
) [virtual]

Determines if a ray hits the volume.

Parameters:
rayOriginOrigin of the ray.
rayDirectionNormalized direction of the ray.
hitDistanceIf the ray hits this will be set to the distance from the ray origin to the collision point.
Returns:
True if the ray hits the volume.

Reimplemented from decCollisionVolume.

void decCollisionCylinder::SetBottomRadius ( float  radius )

Sets the bottom radius.

Parameters:
radiusRadius of the bottom cylinder cap. Has to be greater than 0.
void decCollisionCylinder::SetHalfHeight ( float  halfHeight )

Sets the half height.

Parameters:
halfHeightHalf the height of the cylinder. Has to be greater than 0.
void decCollisionCylinder::SetOrientation ( const decQuaternion orientation )

Sets the orientation.

Parameters:
orientationNormalized rotation quaternion.
void decCollisionCylinder::SetPosition ( const decVector position )

Sets the position.

Parameters:
positionCenter of cylinder.
void decCollisionCylinder::SetRadius ( float  radius )

Sets both radi to the same value.

Parameters:
radiusRadius of both the top and bottom cap. Has to be greater than 0.
void decCollisionCylinder::SetTopRadius ( float  radius )

Sets the top radius.

Parameters:
radiusRadius of the top cylinder cap. Has to be greater than 0.
bool decCollisionCylinder::SphereHitsCylinder ( decCollisionSphere sphere )

Determines if the given sphere collides with this Cylinder.

Warning:
Function is not implemented yet and always returns false.
virtual bool decCollisionCylinder::SphereHitsVolume ( decCollisionSphere sphere ) [virtual]

Determines if the given sphere collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

float decCollisionCylinder::SphereMoveHitsCylinder ( decCollisionSphere sphere,
const decVector displacement,
decVector normal 
)

Determines the distance of the given sphere to move until colliding with this Cylinder.

Warning:
Function is not implemented yet and always returns 1.
virtual float decCollisionCylinder::SphereMoveHitsVolume ( decCollisionSphere sphere,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a sphere.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual bool decCollisionCylinder::TriangleHitsVolume ( decCollisionTriangle triangle ) [virtual]

Determines if the given triangle collides with this volume.

The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual float decCollisionCylinder::TriangleMoveHitsVolume ( decCollisionTriangle triangle,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits a triangle.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a collision function here.

Implements decCollisionVolume.

virtual void decCollisionCylinder::Visit ( decCollisionVolumeVisitor visitor ) [virtual]

Visits the collision volume.

Implements decCollisionVolume.

virtual bool decCollisionCylinder::VolumeHitsVolume ( decCollisionVolume volume ) [virtual]

Determines if this volume collides with the given one.

The subclass has to dispatch to a second stage function here.

Implements decCollisionVolume.

virtual float decCollisionCylinder::VolumeMoveHitsVolume ( decCollisionVolume volume,
const decVector displacement,
decVector normal 
) [virtual]

Retrieves the distance travelled along a given displacement vector until this volume hits another one.

The returned value is in the range of 0 to 1. If no collision happens 1 is returned. In case of collision 'normal' has to be filled in with a normalized vector designating the plane along which this volume can be moved without colliding the given volume. Set 'normal' to NULL if you are not interested in this information. The subclass has to dispatch to a second stage function here.

Implements decCollisionVolume.

decVector decCollisionCylinder::WorldToLocal ( const decVector point ) const

Transforms a point from world coordinates into local coordinates.


The documentation for this class was generated from the following file: