// Collision.h // // 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 INCLUDED_COLLISION #define INCLUDED_COLLISION #include "BoundingObjects.h" class CEntity; class CPlayer; class CStrW; #include "EntityHandles.h" struct rayIntersectionResults { CEntity* Entity; CBoundingObject* boundingObject; CVector2D position; float closestApproach; float distance; }; // maximum radius at which we check for entities (if some entity is much bigger than this, that's bad) #define COLLISION_RANGE 20 typedef std::vector RayIntersects; HEntity GetCollisionObject( CEntity* entity, bool enablePassThroughAllies=true ); HEntity GetCollisionObject( CEntity* entity, float x, float y ); CBoundingObject* GetCollisionObject( CBoundingObject* bounds, CPlayer* player=0, const CStrW* ignoreClass=0 ); CEntity* GetCollisionEntity( CBoundingObject* bounds, CPlayer* player=0, const CStrW* ignoreClass=0 ); CBoundingObject* GetContainingObject( const CVector2D& point ); CEntity* GetCollisionObject( float x, float y ); // Point collision bool GetRayIntersection( const CVector2D& source, const CVector2D& forward, const CVector2D& right, float length, float maxDistance, CBoundingObject* destinationCollisionObject, rayIntersectionResults* results ); // Assumes zero width, also includes moving units (other one doesn't). void GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length, RayIntersects& results ); // Stores results in shared area RayIntersects& GetProjectileIntersection( const CVector2D& position, const CVector2D& axis, float length ); #endif