/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_COLLIDER2D_H #define HPL_COLLIDER2D_H #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class cMesh2D; class cWorld2D; class cBody2D; class cCollideData2D; class cCollisionMesh2D; class cCollider2DDebug { public: cVector2f mvPushVec; cVector2f mvPushPos; }; class cCollider2D { public: cCollider2D(); ~cCollider2D(); void SetWorld(cWorld2D *apWorld) { mpWorld = apWorld; } /** * Collides a body with the world and returns a flag of what object has collided. * \param *apBody * \return 0= no collision, eFlagBit0 = Tiles, all other bits are custom. */ tFlag CollideBody(cBody2D *apBody, cCollideData2D *apData); /** * Collides a custom rect with the world * \param aRect * \param alCollideFlags Specifies what things to check for collision with. * \return */ tFlag CollideRect(cRect2f &aRect, tFlag alCollideFlags, cCollideData2D *apData); tFlag CollideLine(const cVector2f &avStart, const cVector2f &avEnd, tFlag alCollideFlags, cCollideData2D *apData); cCollider2DDebug mDebug; private: cWorld2D *mpWorld; void SetCollideMesh(cCollisionMesh2D *apMesh, cRect2f &aRect); bool Collide(cCollisionMesh2D *apMeshA, cCollisionMesh2D *apMeshB, cVector2f &avMTD); bool AxisSeparateMeshes(cVector2f &avAxis, cCollisionMesh2D *apMeshA, cCollisionMesh2D *apMeshB); void CalculateInterval(const cVector2f &avAxis, cCollisionMesh2D *apMesh, float &afMin, float &afMax); }; } // namespace hpl #endif // HPL_COLLIDER2D_H