oasiscollisionlistener.h
来自「使用stl技术,(还没看,是听说的)」· C头文件 代码 · 共 64 行
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64 行
/******************************************************************************
* This source file is part of Bad Camel Gaming
* Copyright (C) 2003 Zephie Greyvenstein
* See Readme.html for acknowledgements
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
/******************************************************************************
* FILENAME : oasisCollisionListener.h
* DESCRIPTION : Collision listener class
* AUTHOR : Zephie Greyvenstein
*****************************************************************************/
/// Avoid double inclusion
#ifndef __COLLISIONLISTENER_H__
#define __COLLISIONLISTENER_H__
/// Include common stuff
#include "oasisCommon.h"
/// Include the rest of the needed oasis stuff
#include "oasisVector3.h"
namespace Oasis {
/// Call back mechanism for collisions
class _oasisExport collisionListener {
public:
/// Constructor
collisionListener( ) {}
/// Destructor
virtual ~collisionListener( ) {}
/// Contains information about a collision
struct CollisionInfo
{
/// The physical that was involved in the collision
physical *otherPhysical;
/// The position in world coordinates at which the collision occurred
vector3 position;
/// The normal in world coordinates of the collision surface
vector3 normal;
/// Penetration depth
real depth;
};
/// Collision has occured
virtual void collided( physical *obj, CollisionInfo &info ) = 0;
};
};
#endif
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