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CollisionSystem.h
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46 lines (33 loc) · 1.69 KB
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#ifndef COLLISION_SYSTEM_H
#define COLLISION_SYSTEM_H
#include "data structures/Vector.h"
#include "Contact.h"
class BoxCollisionComponent;
class SphereCollisionComponent;
class PlaneCollisionComponent;
class CollisionSystem
{
public:
static CollisionSystem &GetInstance() { static CollisionSystem instance; return instance; }
void AddRay(class Picker *picker) { mPicker = picker; }
void DoCollisions();
private:
CollisionSystem() = default;
// separating axis theorem
Vector<XMFLOAT3> GetSATAxes(BoxCollisionComponent *box1, BoxCollisionComponent *box2);
float PerformSAT(const XMFLOAT3 &axis, BoxCollisionComponent *box1, BoxCollisionComponent *box2);
// collision detection - contact data generation algoritms
void BoxAndBoxCollision(BoxCollisionComponent *box1,BoxCollisionComponent *box2);
void BoxAndHalfSpaceCollision(BoxCollisionComponent *box, PlaneCollisionComponent *plane);
void BoxAndSphereCollision(BoxCollisionComponent *box, SphereCollisionComponent *sphere);
void SphereAndSphereCollision(SphereCollisionComponent *s1, SphereCollisionComponent *s2);
void SphereAndHalfSpaceCollision(SphereCollisionComponent *sphere, PlaneCollisionComponent *plane);
void SphereAndPlaneCollision(SphereCollisionComponent *sphere, PlaneCollisionComponent *plane);
void RayAndSphereCollision(const XMFLOAT3 &ray, const XMFLOAT3 &origin, const SphereCollisionComponent *sphere);
void RayAndBoxCollision(const XMFLOAT3 &ray, const XMFLOAT3 &origin, const BoxCollisionComponent *box);
void RayAndPlaneCollision(const XMFLOAT3 &ray, const XMFLOAT3 &origin, const PlaneCollisionComponent *sphere);
void ResolveContacts();
Vector<Contact*> mContacts;
Picker *mPicker;
};
#endif // COLLISION_SYSTEM_H