Collision
Classes
Class | Description | |
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![]() | CollDetectBoxBox |
DetectFunctor for BoxBox Collisions.
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![]() | CollDetectBoxHeightmap |
DetectFunctor for BoxHeightmap collison detection.
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![]() | CollDetectBoxPlane |
DetectFunctor for BoxPlane collision detection.
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![]() | CollDetectBoxStaticMesh |
DetectFunctor for BoxStaticMesh collison detection.
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![]() | CollDetectCapsuleBox |
DetectFunctor for CapsuleBox collison detection.
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![]() | CollDetectCapsuleCapsule |
DetectFunctor for CapsuleCapsule collison detection.
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![]() | CollDetectCapsuleHeightmap |
Class CollDetectCapsuleHeightmap
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![]() | CollDetectCapsulePlane |
Class CollDetectCapsulePlane
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![]() | CollDetectCapsuleStaticMesh |
DetectFunctor for CapsuleStaticMesh collison detection.
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![]() | CollDetectSphereBox |
DetectFunctor for SphereBox collison detection.
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![]() | CollDetectSphereCapsule |
DetectFunctor for SphereCapsule collison detection.
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![]() | CollDetectSphereHeightmap |
DetectFunctor for SphereHeightmap collison detection.
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![]() | CollDetectSpherePlane |
DetectFunctor for SpherePlane collison detection.
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![]() | CollDetectSphereSphere |
DetectFunctor for SphereSphere collison detection.
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![]() | CollDetectSphereStaticMesh |
DetectFunctor for SphereStaticMesh collison detection.
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![]() | CollisionFunctor |
The user of CollisionSystem creates an object derived from
CollisionFunctor and passes it in to
DetectCollisions. For every collision detected
the functor gets called so that the user can decide if they want
to keep the collision.
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![]() | CollisionInfo |
Contains all the details about a collision between two skins,
each of which may be associated with a tBody. Each collision
can have a number of points associated with it
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![]() | CollisionSkin |
Some skins may be owned by a physical body too.
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![]() | CollisionSkinPredicate1 |
The user can create an object derived from this and pass it in
to the ray/segment intersection functions to indicate whether certain
skins should be considered.
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![]() | CollisionSkinPredicate2 |
The user can create an object derived from this and pass it in
to CollisionSystem.DetectCollisions to indicate whether a pair
of skins should be considered.
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![]() | CollisionSystem |
Interface to a class that will contain a list of all the
collision objects in the world, and it will provide ways of
detecting collisions between other objects and these collision
objects.
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![]() | CollisionSystemBrute |
CollisionSystem which checks every skin against each other. For small scenes this is
as fast or even faster as CollisionSystemGrid.
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![]() | CollisionSystemGrid |
implements a collision system by dividing the world up into a wrapping
grid with a certain configurable size. If objects are evenly distributed
this will reduce the number of checks that need to be made.
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![]() | CollisionSystemSAP |
Implementing a collision system (broad-phase test) based on the sweep-and-prune
algorithm
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![]() | CollPointInfo |
Class CollPointInfo
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![]() | DetectFunctor |
Used during setup - allow the creator to register functors to do
the actual collision detection. Each functor inherits from this
- has a name to help debugging! The functor has to be able to
handle the primitivs being passed to it in either order.
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![]() | MaterialTable |
This handles the properties of interactions between different
materials.
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Structures
Structure | Description | |
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![]() | CollDetectInfo |
Details about which parts of the skins are colliding.
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![]() | MaterialPairProperties |
Struct MaterialPairProperties
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![]() | MaterialProperties |
Struct MaterialProperties
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![]() | SmallCollPointInfo |
Struct SmallCollPointInfo
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Delegates
Delegate | Description | |
---|---|---|
![]() | CollisionCallbackFn |
A skin can ask to get a callback when a collision is detected this will be called
if it return false, the contact points will not be generated
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Enumerations
Enumeration | Description | |
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![]() | MaterialTable..::..MaterialID |
Some default materials that get added automatically User
materials should start at NumMaterialTypes, or else
ignore this and over-ride everything. User-refined values can
get used so should not assume the values come form this enum -
use MaterialID
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