/* Copyright (c) 2015 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #ifndef __StandardIntersectionHandlers_H__ #define __StandardIntersectionHandlers_H__ #ifdef __cplusplus extern "C" { #endif #include "collision/CollisionResolver.h" #include "collision/CollisionShared.h" // 2D handlers bool intersectionHandler_rect2D_rect2D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_rect2D_circle(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_rect2D_line2D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_rect2D_polygon(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_circle_circle(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_circle_line2D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_circle_polygon(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_line2D_line2D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_line2D_polygon(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_polygon_polygon(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool overlapHandler_rect2D_rect2D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_rect2D_circle(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_rect2D_line2D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_rect2D_polygon(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_circle_circle(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_circle_line2D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_circle_polygon(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_line2D_line2D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_line2D_polygon(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_polygon_polygon(CollisionObject * object1, CollisionObject * object2); fixed16_16 raycastHandler_rect2D(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_circle(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_line2D(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_polygon(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); // 3D handlers bool intersectionHandler_box3D_box3D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_box3D_sphere(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_box3D_line3D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_box3D_capsule(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_box3D_trimesh(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_sphere_sphere(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_sphere_line3D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_sphere_capsule(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_sphere_trimesh(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_line3D_line3D(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_line3D_capsule(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_line3D_trimesh(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_capsule_capsule(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_capsule_trimesh(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool intersectionHandler_trimesh_trimesh(CollisionObject * object1, CollisionObject * object2, fixed16_16 * outTime, Vector3x * outNormal, Vector3x * outObject1Vector, Vector3x * outObject2Vector, fixed16_16 * outContactArea); bool overlapHandler_box3D_box3D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_box3D_sphere(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_box3D_line3D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_box3D_capsule(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_box3D_trimesh(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_sphere_sphere(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_sphere_line3D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_sphere_capsule(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_sphere_trimesh(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_line3D_line3D(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_line3D_capsule(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_line3D_trimesh(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_capsule_capsule(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_capsule_trimesh(CollisionObject * object1, CollisionObject * object2); bool overlapHandler_trimesh_trimesh(CollisionObject * object1, CollisionObject * object2); fixed16_16 raycastHandler_box3D(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_sphere(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_line3D(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_capsule(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); fixed16_16 raycastHandler_trimesh(CollisionObject * object, Vector3x rayStart, Vector3x rayEnd); #ifdef __cplusplus } #endif #endif