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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/******************************************************************************

 * 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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