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155 lines
7 KiB
C++
155 lines
7 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 "CapsuleShape.h"
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#include "CollisionInfo.h"
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#include "ListShape.h"
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#include "PlaneShape.h"
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#include "SharedUtil.h"
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#include "SphereShape.h"
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namespace ShapeCollider {
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/// \param shapeA pointer to first shape
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/// \param shapeB pointer to second shape
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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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/// \param shapesA list of shapes
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/// \param shapeB list of shapes
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/// \param collisions[out] average collision details
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/// \return true if any shapes collide
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bool collideShapesCoarse(const QVector<const Shape*>& shapesA, const QVector<const Shape*>& shapesB, CollisionInfo& collision);
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/// \param shapeA a pointer to a shape
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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
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/// \param sphereB pointer to second shape
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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 sphereSphere(const SphereShape* sphereA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param capsuleB pointer to second shape
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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 sphereCapsule(const SphereShape* sphereA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param planeB pointer to second shape
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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 spherePlane(const SphereShape* sphereA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param sphereB pointer to second shape
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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 capsuleSphere(const CapsuleShape* capsuleA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param capsuleB pointer to second shape
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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 capsuleCapsule(const CapsuleShape* capsuleA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param capsuleA pointer to first shape
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/// \param planeB pointer to second shape
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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 capsulePlane(const CapsuleShape* capsuleA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param sphereB pointer to second shape
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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 planeSphere(const PlaneShape* planeA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param capsuleB pointer to second shape
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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 planeCapsule(const PlaneShape* planeA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param planeB pointer to second shape
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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 planePlane(const PlaneShape* planeA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param sphereA pointer to first shape
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/// \param listB pointer to second shape
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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 sphereList(const SphereShape* sphereA, const ListShape* listB, CollisionList& collisions);
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/// \param capuleA pointer to first shape
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/// \param listB pointer to second shape
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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 capsuleList(const CapsuleShape* capsuleA, const ListShape* listB, CollisionList& collisions);
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/// \param planeA pointer to first shape
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/// \param listB pointer to second shape
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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 planeList(const PlaneShape* planeA, const ListShape* listB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param sphereB pointer to second shape
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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 listSphere(const ListShape* listA, const SphereShape* sphereB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param capsuleB pointer to second shape
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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 listCapsule(const ListShape* listA, const CapsuleShape* capsuleB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param planeB pointer to second shape
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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 listPlane(const ListShape* listA, const PlaneShape* planeB, CollisionList& collisions);
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/// \param listA pointer to first shape
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/// \param capsuleB pointer to second shape
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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 listList(const ListShape* listA, const ListShape* listB, CollisionList& collisions);
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/// \param sphereA pointer to sphere
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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 sphereAACube(const SphereShape* sphereA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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/// \param capsuleA pointer to capsule
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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 capsuleAACube(const CapsuleShape* capsuleA, const glm::vec3& cubeCenter, float cubeSide, CollisionList& collisions);
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} // namespace ShapeCollider
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#endif // hifi_ShapeCollider_h
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