Files
axyz/include/Engine/Collision/Collision.h
T
2015-12-16 12:22:15 +01:00

52 lines
2.0 KiB
C++

#ifndef Collision_h__
#define Collision_h__
#include <vector>
#include "Core/Ray.h"
#include "Core/AABB.h"
#include "Engine/Rendering/RawModel.h"
#include "Core/Entity.h"
class World;
struct ComponentWrapper;
namespace Collision
{
//Return true if the ray hits the box.
bool RayAABBIntr(const Ray& ray, const AABB& box);
bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord);
//Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b);
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon = 0.0001f);
//Returns true if the entity has a boundingbox. Outputs the aabb in [outBox].
bool GetEntityBox(World* world, EntityID entity, AABB& outBox, bool forceBoxFromModel = false);
bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox);
}
#endif