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| struct | Query |
| | A data structure to get data received from a collision. More...
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| unsigned int | getSupport (CollisionBody &hull, vec3 n) |
| | Find furthest vertex along normal, n, and return its index into hull.a_bounding_vertices. More...
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| bool | cylinderBoxCollision (const CollisionBody &cyl, const CollisionBody &obb) |
| | Check collision between a BodyType::CYLINDER CollisionBody and a BodyType::BOX CollisionBody. More...
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| bool | sphereBoxCollision (const CollisionBody &hullA, vec3 closest_pt) |
| | Check collision between a CollisionBody and a sphere. More...
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| bool | sphereSphereCollision (const CollisionBody &hullA, const CollisionBody &hullB) |
| | Check collision between a sphere and a sphere. More...
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| bool | sphereCylinderCollision (const CollisionBody &body_a, vec3 closest_pt) |
| | Check collision between a sphere and a cylinder. More...
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| bool | SAT (CollisionBody &hullA, CollisionBody &hullB, Query &query) |
| | Check collision between a CollisionBody and a CollisionBody. More...
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| vec3 | closestPointOnCylinder (vec3 p, const CollisionBody &cylinder) |
| | Return the closest point on a cylinder, to another point, p. More...
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| Query | queryFaceDirections (CollisionBody &hullA, CollisionBody &hullB) |
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| Query | queryEdgeDirections (CollisionBody &hullA, CollisionBody &hullB) |
| | Query for Edge collisions in SAT. More...
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| float | rayOBBIntersect (vec3 origin, vec3 direction, mat3 obb_orientation) |
| | Ray OBB intersection function, returns a float along the vector origin + t * direction = contact_point. More...
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◆ QueryType
| Enumerator |
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| EDGE_AB | |
| FACE_AB | |
| FACE_BA | |
◆ closestPointOnCylinder()
| vec3 closestPointOnCylinder |
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vec3 |
p, |
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const CollisionBody & |
cylinder |
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Return the closest point on a cylinder, to another point, p.
◆ cylinderBoxCollision()
◆ getSupport()
Find furthest vertex along normal, n, and return its index into hull.a_bounding_vertices.
◆ queryEdgeDirections()
◆ queryFaceDirections()
◆ rayOBBIntersect()
| float rayOBBIntersect |
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vec3 |
origin, |
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vec3 |
direction, |
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mat3 |
obb_orientation |
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Ray OBB intersection function, returns a float along the vector origin + t * direction = contact_point.
◆ SAT()
◆ sphereBoxCollision()
| bool sphereBoxCollision |
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const CollisionBody & |
hullA, |
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vec3 |
closest_pt |
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◆ sphereCylinderCollision()
| bool sphereCylinderCollision |
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const CollisionBody & |
body_a, |
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vec3 |
closest_pt |
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Check collision between a sphere and a cylinder.
◆ sphereSphereCollision()
Check collision between a sphere and a sphere.
◆ depth_epsilon