📄 wmlcollisiongroup.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLCOLLISIONGROUP_H
#define WMLCOLLISIONGROUP_H
#include "WmlSystem.h"
#include <vector>
namespace Wml
{
class CollisionRecord;
class WML_ITEM CollisionGroup
{
public:
CollisionGroup ();
~CollisionGroup ();
// CollisionGroup assumes responsibility for deleting the collision
// records, so the input records should be dynamically allocated.
bool Add (CollisionRecord* pkRecord);
bool Remove (CollisionRecord* pkRecord);
// Intersection queries. If two objects in the group collide, the
// corresponding records process the information accordingly.
// The objects are assumed to be stationary (velocities are ignored) and
// all pairs of objects are compared.
void TestIntersection ();
void FindIntersection ();
// The objects are assumed to be moving. Objects are compared when at
// least one of them has a velocity vector associated with it (that
// vector is allowed to be the zero vector).
void TestIntersection (float fTMax);
void FindIntersection (float fTMax);
protected:
typedef std::vector<CollisionRecord*>::iterator Iterator;
std::vector<CollisionRecord*> m_kRArray;
};
}
#endif
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