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| static CollisionResult | checkCollision (const CollisionBox *box1, const CollisionBox *box2, const glm::vec3 &velocity=glm::vec3(0.0f), bool calculateNormal=false) |
| static CollisionResult | checkCollision (const CollisionBox *box, const CollisionSphere *sphere, const glm::vec3 &velocity=glm::vec3(0.0f), bool calculateNormal=false) |
| static CollisionResult | checkCollision (const CollisionSphere *sphere, const CollisionBox *box, const glm::vec3 &velocity=glm::vec3(0.0f), bool calculateNormal=false) |
| static CollisionResult | checkCollision (const CollisionSphere *sphere1, const CollisionSphere *sphere2, const glm::vec3 &velocity=glm::vec3(0.0f), bool calculateNormal=false) |
| static CollisionResult | checkCollision (const CollisionShape *shape1, const CollisionShape *shape2, const glm::vec3 &velocity=glm::vec3(0.0f), bool calculateNormal=false) |
| | Dynamic dispatcher mapping abstract shapes to specific collision algorithms.
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Static utility class implementing intersection math (SAT, Sphere overlap).