espresso3d.engine.collision.base
Interface E3DCollisionDetector

All Known Implementing Classes:
E3DCollisionDetectorAccurateBoundingSphere, E3DCollisionDetectorFastBoundingSphere, E3DCollisionDetectorSegment, E3DCollisionDetectorTriangles

public interface E3DCollisionDetector

Author:
espresso3d The base interface from which to derive a custom collisiondetector. A collision detector is a class that actually determines if two bodies collide and, if they do, returns an E3DCollision object containing the collision information. Several collision detectors are already implemented and available from the engine's collisionDetect object.

Method Summary
 E3DCollision checkCollisionDetectableObjectBoundingObjectCollision(E3DCollisionDetectableObject sourceObject, E3DVector3F startPos, E3DVector3F endPos, E3DWorld world, E3DSector sector, E3DBoundingObject boundingObject, E3DCollisionDetectableObject possibleCollisionObject)
          Interface to check the collision between sourceObject and a boundingObject
 E3DCollision checkCollisionDetectableObjectTriangleCollision(E3DCollisionDetectableObject sourceObject, E3DVector3F startPos, E3DVector3F endPos, E3DWorld world, E3DSector sector, E3DTriangle triangle, E3DCollisionDetectableObject possibleCollisionObject)
          Interface to check the collision between sourceObject and triangle.
 

Method Detail

checkCollisionDetectableObjectTriangleCollision

public E3DCollision checkCollisionDetectableObjectTriangleCollision(E3DCollisionDetectableObject sourceObject,
                                                                    E3DVector3F startPos,
                                                                    E3DVector3F endPos,
                                                                    E3DWorld world,
                                                                    E3DSector sector,
                                                                    E3DTriangle triangle,
                                                                    E3DCollisionDetectableObject possibleCollisionObject)
Interface to check the collision between sourceObject and triangle.

Parameters:
sourceObject - The object that is moving that we are looking for collisions from
startPos - SourceObject's starting position
endPos - SourceObject's ending position
world - The world this collision is being checked for in
sector - The sector this collision is being checked for in
triangle - The actual triangle we are checking for collision into by sourceObject
possibleCollisionObject - The object that the triangle is from that we are checking if source object will run into
Returns:
An E3DCollision object containing collision information if a collision occurs, or null otherwise.

checkCollisionDetectableObjectBoundingObjectCollision

public E3DCollision checkCollisionDetectableObjectBoundingObjectCollision(E3DCollisionDetectableObject sourceObject,
                                                                          E3DVector3F startPos,
                                                                          E3DVector3F endPos,
                                                                          E3DWorld world,
                                                                          E3DSector sector,
                                                                          E3DBoundingObject boundingObject,
                                                                          E3DCollisionDetectableObject possibleCollisionObject)
Interface to check the collision between sourceObject and a boundingObject

Parameters:
sourceObject - The object that is moving that we are looking for collisions from
startPos - SourceObject's starting position
endPos - SourceObject's ending position
world - The world this collision is being checked for in
sector - The sector this collision is being checked for in
boundingObject - The actual boundingObject that we are checking to see if sourceObject runs into
possibleCollisionObject - The object that the boundingObject is from that we are checking if source object will run into
Returns:
An E3DCollision object containing collision information if a collision occurs, or null otherwise.