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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();
};
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