// Collision.h // // 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 { 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 30 typedef std::vector RayIntersects; HEntity getCollisionObject( CEntity* entity ); HEntity getCollisionObject( CEntity* entity, float x, float y ); CBoundingObject* getCollisionObject( CBoundingObject* bounds ); 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