bool Collision::check(glm::vec3 position,float x, float y, float z) { bool rez = colide(getMinBox(position),getMaxBox(position),x,y,z); return false; }
bool imagem::colide(int x1, int y1, int w1, int h1, int x2, int y2, int w2, int h2, imagem &sprite2) { if(!egl_init) return false; if(index < 0) return false; if(!colide(x1,y1,w1,h1,x2,y2,w2,h2)) return false; return (bool)SDL_CollidePixel(bmp[curr],x1,y1, sprite2.obter_bitmap(),x2,y2); }
void PhysicsShape::shapeCollision(void *data) { emit colide((QObject*)data); }