예제 #1
0
bool PhysicsEntity::findPlaneCollisions(const glm::vec4& plane, CollisionList& collisions) {
    bool collided = false;
    PlaneShape planeShape(plane);
    for (int i = 0; i < _shapes.size(); i++) {
        if (_shapes.at(i) && ShapeCollider::collideShapes(&planeShape, _shapes.at(i), collisions)) {
            CollisionInfo* collision = collisions.getLastCollision();
            collision->_data = (void*)(this);
            collision->_intData = i;
            collided = true;
        }
    }
    return collided;
}
예제 #2
0
bool PhysicsEntity::findSphereCollisions(const glm::vec3& sphereCenter, float sphereRadius, CollisionList& collisions) {
    bool collided = false;
    SphereShape sphere(sphereRadius, sphereCenter);
    for (int i = 0; i < _shapes.size(); i++) {
        Shape* shape = _shapes[i];
        if (!shape) {
            continue;
        }
        if (ShapeCollider::collideShapes(&sphere, shape, collisions)) {
            CollisionInfo* collision = collisions.getLastCollision();
            collision->_data = (void*)(this);
            collision->_intData = i;
            collided = true;
        }
    }
    return collided;
}