68 lines
2.8 KiB
C++
68 lines
2.8 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Collision.h
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//
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// Collision detection functions
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//
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// Usage: Fairly trivial; GetCollisionObject( CEntity* entity ) will return the first entity colliding with the given entity.
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// The version with (x, y) parameters is just a helper; it temporarily moves the entity's collision bounds to the given
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// position before transferring to the other function.
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// Notes: GetCollisionObject will only return the /first/ entity it finds in collision. This /may/ need a rethink when
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// multiple-entity (pileup) collisions become possible, I don't know.
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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#ifndef INCLUDED_COLLISION
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#define INCLUDED_COLLISION
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#include "BoundingObjects.h"
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class CEntity;
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class CPlayer;
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class CStrW;
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#include "EntityHandles.h"
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struct rayIntersectionResults
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{
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CEntity* Entity;
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CBoundingObject* boundingObject;
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CVector2D position;
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float closestApproach;
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float distance;
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};
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// maximum radius at which we check for entities (if some entity is much bigger than this, that's bad)
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#define COLLISION_RANGE 20
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typedef std::vector<CEntity*> RayIntersects;
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HEntity GetCollisionObject( CEntity* entity, bool enablePassThroughAllies=true );
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HEntity GetCollisionObject( CEntity* entity, float x, float y );
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CBoundingObject* GetCollisionObject( CBoundingObject* bounds, CPlayer* player=0, const CStrW* ignoreClass=0 );
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CEntity* GetCollisionEntity( CBoundingObject* bounds, CPlayer* player=0, const CStrW* ignoreClass=0 );
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CBoundingObject* GetContainingObject( const CVector2D& point );
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CEntity* GetCollisionObject( float x, float y ); // Point collision
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bool GetRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results );
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// Assumes zero width, also includes moving units (other one doesn't).
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void GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results );
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// Stores results in shared area
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RayIntersects& GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length );
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#endif
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