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ascollisions.h « angelscript « Scripting « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: ascollisions.h
//      Developer: Wolfire Games LLC
//    Description:
//        License: Read below
//-----------------------------------------------------------------------------
//
//   Copyright 2022 Wolfire Games LLC
//
//   Licensed under the Apache License, Version 2.0 (the "License");
//   you may not use this file except in compliance with the License.
//   You may obtain a copy of the License at
//
//       http://www.apache.org/licenses/LICENSE-2.0
//
//   Unless required by applicable law or agreed to in writing, software
//   distributed under the License is distributed on an "AS IS" BASIS,
//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//   See the License for the specific language governing permissions and
//   limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once

#include <Math/vec3.h>

#include <vector>

class SceneGraph;
class ASContext;

struct CollisionPoint {
    vec3 position;
    vec3 normal;
    vec3 custom_normal;
    int id;
    int tri;
};

class SweptSlideCallback;
class ContactSlideCallback;
class ContactInfoCallback;
struct SimpleRayResultCallbackInfo;

struct SphereCollision {
    float radius;
    vec3 position;
    vec3 adjusted_position;
    std::vector<CollisionPoint> contacts;
    size_t NumContacts() { return contacts.size(); }
    CollisionPoint GetContact(int which) { return contacts[which]; }
    void SetFromCallback(const vec3& pos, const vec3& pos2, const SweptSlideCallback& cb);
    void SetFromCallback(const SweptSlideCallback& cb);
    void SetFromCallback(const ContactSlideCallback& cb);
    void SetFromCallback(const ContactInfoCallback& cb);
    void SetFromCallback(const SimpleRayResultCallbackInfo& cb);
};

class ASCollisions {
   public:
    enum CollisionSides {
        SINGLE_SIDED,
        DOUBLE_SIDED
    };
    void GetSlidingSphereCollision(vec3 pos, float radius, SphereCollision& col, CollisionSides sides);
    vec3 GetSlidingCapsuleCollision(vec3 pos, vec3 pos2, float radius);
    void ASGetSlidingSphereCollision(vec3 pos, float radius);
    void ASGetSlidingSphereCollisionDoubleSided(vec3 pos, float radius);
    void ASGetSweptSphereCollision(const vec3& pos, const vec3& pos2, float radius);
    void ASGetSweptSphereCollisionCharacters(vec3 pos, vec3 pos2, float radius);
    void GetSweptSphereCollision(const vec3& pos, const vec3& pos2, float radius, SphereCollision& col);
    void GetSweptBoxCollision(vec3 pos, vec3 pos2, vec3 dimensions, SphereCollision& col);
    void ASGetSweptBoxCollision(vec3 pos, vec3 pos2, vec3 dimensions);
    void GetSweptCylinderCollision(vec3 pos, vec3 pos2, float radius, float height, SphereCollision& col, CollisionSides sides);
    void ASGetSweptCylinderCollisionDoubleSided(vec3 pos, vec3 pos2, float radius, float height);
    void ASGetSweptCylinderCollision(vec3 pos, vec3 pos2, float radius, float height);
    void GetCylinderCollision(vec3 pos, float radius, float height, SphereCollision& col, CollisionSides sides);
    void ASGetCylinderCollision(vec3 pos, float radius, float height);
    void ASGetCylinderCollisionDoubleSided(vec3 pos, float radius, float height);
    void GetScaledSphereCollision(vec3 pos, float radius, vec3 scale, SphereCollision& col, bool plant_world = false);
    void ASGetScaledSphereCollision(vec3 pos, float radius, vec3 scale);
    void ASGetScaledSpherePlantCollision(vec3 pos, float radius, vec3 scale);
    void GetSlidingScaledSphereCollision(vec3 pos, float radius, vec3 scale, SphereCollision& col);
    void ASGetSlidingScaledSphereCollision(vec3 pos, float radius, vec3 scale);
    void ASCheckRayCollisionCharacters(vec3 pos, vec3 pos2);
    vec3 GetRayCollision(vec3 pos, vec3 pos2);
    void ASGetObjRayCollision(vec3 pos, vec3 pos2);
    void GetObjRayCollision(vec3 start, vec3 end, SphereCollision& col);
    void ASGetObjectsInSphere(vec3 pos, float radius);
    void GetObjectsInSphere(vec3 pos, float radius, SphereCollision& col);

    SceneGraph* scenegraph;
    SphereCollision as_col;
    void AttachToContext(ASContext* as_context);

    ASCollisions(SceneGraph* _scenegraph);
    ~ASCollisions();
};