0ad/source/simulation/Collision.h
MarkT d32be2011f Pathfinding tweaks; coldet fixes.
This was SVN commit r379.
2004-06-03 02:20:48 +00:00

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// Collision.h
//
// Last modified: 28 May 04, Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Collision detection functions
//
// Usage: Fairly trivial; getCollisionObject( CEntity* entity ) will return the first entity colliding with the given entity.
// The version with (x, y) parameters is just a helper; it temporarily moves the entity's collision bounds to the given
// position before transferring to the other function.
// Notes: getCollisionObject will only return the /first/ entity it finds in collision. This /may/ need a rethink when
// multiple-entity (pileup) collisions become possible, I don't know.
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
#ifndef COLLISION_INCLUDED
#define COLLISION_INCLUDED
#include "BoundingObjects.h"
#include "Entity.h"
struct rayIntersectionResults
{
HEntity hEntity;
CBoundingObject* boundingObject;
CVector2D position;
float closestApproach;
float distance;
};
HEntity getCollisionObject( CEntity* entity );
HEntity getCollisionObject( CEntity* entity, float x, float y );
CBoundingObject* getContainingObject( const CVector2D& point );
bool getRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results );
#endif