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140 lines
6.6 KiB
C++
140 lines
6.6 KiB
C++
//
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// ShapeCollider.h
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// libraries/shared/src
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//
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// Created by Andrew Meadows on 02/20/2014.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_ShapeCollider_h
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#define hifi_ShapeCollider_h
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#include <QVector>
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#include "CollisionInfo.h"
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#include "SharedUtil.h"
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class Shape;
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class SphereShape;
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class CapsuleShape;
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namespace ShapeCollider {
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/// MUST CALL this FIRST before using the ShapeCollider
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void initDispatchTable();
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/// \param shapeA pointer to first shape (cannot be NULL)
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/// \param shapeB pointer to second shape (cannot be NULL)
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/// \param collisions[out] collision details
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/// \return true if shapes collide
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bool collideShapes(const Shape* shapeA, const Shape* shapeB, CollisionList& collisions);
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bool collideShapeWithShapes(const Shape* shapeA, const QVector<Shape*>& shapes, int startIndex, CollisionList& collisions);
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bool collideShapesWithShapes(const QVector<Shape*>& shapesA, const QVector<Shape*>& shapesB, CollisionList& collisions);
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/// \param shapeA a pointer to a shape (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param collisions[out] average collision details
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/// \return true if shapeA collides with axis aligned cube
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bool collideShapeWithAACube(const Shape* shapeA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereVsSphere(const Shape* sphereA, const Shape* sphereB, CollisionList& collisions);
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereVsCapsule(const Shape* sphereA, const Shape* capsuleB, CollisionList& collisions);
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/// \param sphereA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool sphereVsPlane(const Shape* sphereA, const Shape* planeB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleVsSphere(const Shape* capsuleA, const Shape* sphereB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleVsCapsule(const Shape* capsuleA, const Shape* capsuleB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool capsuleVsPlane(const Shape* capsuleA, const Shape* planeB, CollisionList& collisions);
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param sphereB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeVsSphere(const Shape* planeA, const Shape* sphereB, CollisionList& collisions);
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param capsuleB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeVsCapsule(const Shape* planeA, const Shape* capsuleB, CollisionList& collisions);
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/// \param planeA pointer to first shape (cannot be NULL)
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/// \param planeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool planeVsPlane(const Shape* planeA, const Shape* planeB, CollisionList& collisions);
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/// \param shapeA pointer to first shape (cannot be NULL)
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/// \param listB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool shapeVsList(const Shape* shapeA, const Shape* listB, CollisionList& collisions);
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param shapeB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listVsShape(const Shape* listA, const Shape* shapeB, CollisionList& collisions);
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/// \param listA pointer to first shape (cannot be NULL)
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/// \param listB pointer to second shape (cannot be NULL)
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/// \param[out] collisions where to append collision details
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/// \return true if shapes collide
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bool listVsList(const Shape* listA, const Shape* listB, CollisionList& collisions);
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/// \param sphereA pointer to sphere (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param[out] collisions where to append collision details
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/// \return true if sphereA collides with axis aligned cube
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bool sphereVsAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param capsuleA pointer to capsule (cannot be NULL)
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/// \param cubeCenter center of cube
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/// \param cubeSide lenght of side of cube
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/// \param[out] collisions where to append collision details
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/// \return true if capsuleA collides with axis aligned cube
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bool capsuleVsAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param shapes list of pointers to shapes (shape pointers may be NULL)
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/// \param startPoint beginning of ray
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/// \param direction direction of ray
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/// \param minDistance[out] shortest distance to intersection of ray with a shapes
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/// \return true if ray hits any shape in shapes
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bool findRayIntersectionWithShapes(const QVector<Shape*> shapes, const glm::vec3& startPoint, const glm::vec3& direction, float& minDistance);
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} // namespace ShapeCollider
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#endif // hifi_ShapeCollider_h
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