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