PGR Copakond OpenGL Engine - Bowling
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copakond::CollisionDetector Class Reference

Static utility class implementing intersection math (SAT, Sphere overlap). More...

#include <collisionDetector.h>

Public Member Functions

 CollisionDetector ()

Static Public Member Functions

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.

Detailed Description

Static utility class implementing intersection math (SAT, Sphere overlap).

Constructor & Destructor Documentation

◆ CollisionDetector()

copakond::CollisionDetector::CollisionDetector ( )
inline

Member Function Documentation

◆ checkCollision() [1/5]

CollisionResult copakond::CollisionDetector::checkCollision ( const CollisionBox * box,
const CollisionSphere * sphere,
const glm::vec3 & velocity = glm::vec3(0.0f),
bool calculateNormal = false )
static

◆ checkCollision() [2/5]

CollisionResult copakond::CollisionDetector::checkCollision ( const CollisionBox * box1,
const CollisionBox * box2,
const glm::vec3 & velocity = glm::vec3(0.0f),
bool calculateNormal = false )
static

◆ checkCollision() [3/5]

CollisionResult copakond::CollisionDetector::checkCollision ( const CollisionShape * shape1,
const CollisionShape * shape2,
const glm::vec3 & velocity = glm::vec3(0.0f),
bool calculateNormal = false )
static

Dynamic dispatcher mapping abstract shapes to specific collision algorithms.

◆ checkCollision() [4/5]

CollisionResult copakond::CollisionDetector::checkCollision ( const CollisionSphere * sphere,
const CollisionBox * box,
const glm::vec3 & velocity = glm::vec3(0.0f),
bool calculateNormal = false )
static

◆ checkCollision() [5/5]

CollisionResult copakond::CollisionDetector::checkCollision ( const CollisionSphere * sphere1,
const CollisionSphere * sphere2,
const glm::vec3 & velocity = glm::vec3(0.0f),
bool calculateNormal = false )
static

The documentation for this class was generated from the following files: