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. |
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 fromstartPos - SourceObject's starting positionendPos - SourceObject's ending positionworld - The world this collision is being checked for insector - The sector this collision is being checked for intriangle - The actual triangle we are checking for collision into by sourceObjectpossibleCollisionObject - 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 fromstartPos - SourceObject's starting positionendPos - SourceObject's ending positionworld - The world this collision is being checked for insector - The sector this collision is being checked for inboundingObject - The actual boundingObject that we are checking to see if sourceObject runs intopossibleCollisionObject - 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.