PGR Copakond OpenGL Engine - Bowling
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collisionSphere.h
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1#ifndef PGR_SEM_COPAKOND_COLLISIONSPHERE_H
2#define PGR_SEM_COPAKOND_COLLISIONSPHERE_H
3#include "collisionShape.h"
4#include "collisionDetector.h"
5
6namespace copakond {
9 public:
10 CollisionSphere(const glm::vec3 &position = glm::vec3(0.0f), const glm::vec3 &rotation = glm::vec3(0.0f),
11 const glm::vec3 &scale = glm::vec3(1.0f), bool visible = false);
12
13 void init(GLuint shader) override;
14 bool collisionCheck(const CollisionShape &mesh, glm::vec3 velocity = glm::vec3(0.0f)) override;
15 CollisionResult collisionCheckDetailed(const CollisionShape &mesh, glm::vec3 velocity, bool calculateNormal = false) override;
16 };
17}
18
19#endif //PGR_SEM_COPAKOND_COLLISIONSPHERE_H
CollisionShape(const glm::vec3 &position=glm::vec3(0.0f), const glm::vec3 &rotation=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f), bool visible=false)
Definition collisionShape.cpp:4
CollisionResult collisionCheckDetailed(const CollisionShape &mesh, glm::vec3 velocity, bool calculateNormal=false) override
Detailed collision check returning overlap status, normal, and reflection vectors.
Definition collisionSphere.cpp:150
bool collisionCheck(const CollisionShape &mesh, glm::vec3 velocity=glm::vec3(0.0f)) override
Fast boolean check if this shape intersects with another.
Definition collisionSphere.cpp:143
CollisionSphere(const glm::vec3 &position=glm::vec3(0.0f), const glm::vec3 &rotation=glm::vec3(0.0f), const glm::vec3 &scale=glm::vec3(1.0f), bool visible=false)
Definition collisionSphere.cpp:13
glm::vec3 & rotation()
Definition geometry.h:61
glm::vec3 & scale()
Definition geometry.h:62
glm::vec3 & position()
Definition geometry.h:60
PGR Semestral work with sample scenes and bowling. doxygen was generated with a help of LLM.
Definition bezier.cpp:3
Shader * shader
Definition main.cpp:37
void init()
Initializes OpenGL context, scene data, and sets up GLUT callbacks.
Definition main.cpp:42
Container for collision response data.
Definition collisionDetector.h:12