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scummvm-cursorfix/engines/hpl1/engine/physics/Collider2D.h
2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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