0ad/source/simulation/Collision.h
MarkT 0b8ff2d0da Entity code reorganization.
This was SVN commit r278.
2004-05-28 02:57:50 +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"
HEntity getCollisionObject( CEntity* entity );
HEntity getCollisionObject( CEntity* entity, float x, float y );
#endif