Saga
Saga Game Engine
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collisionSystemHelper.h
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1#pragma once
2
5#include "glm/ext/vector_float3.hpp"
6#include <optional>
7
8namespace Saga::Systems {
23 std::optional<Collision> getClosestCollision(
24 std::shared_ptr<GameWorld> world, std::optional<CollisionSystemData*> systemData,
25 Entity entity, EllipsoidCollider& ellipsoidCollider,
26 std::optional<CylinderCollider*> cylinderCollider, glm::vec3 pos, glm::vec3 dir);
27
37 glm::vec3 doNudge(
38 std::shared_ptr<GameWorld> world, std::optional<CollisionSystemData*> systemData,
39 Entity entity, EllipsoidCollider& ellipsoidCollider,
40 std::optional<CylinderCollider*> cylinderCollider,
41 glm::vec3 pos, Collision &collision);
42}
Definition: audioSystem.cpp:8
std::optional< Collision > getClosestCollision(std::shared_ptr< GameWorld > world, std::optional< CollisionSystemData * > systemData, Entity entity, EllipsoidCollider &ellipsoidCollider, std::optional< CylinderCollider * > cylinderCollider, glm::vec3 pos, glm::vec3 dir)
Retrieve the closest collision to a moving object.
Definition: collisionSystemHelper.cpp:9
glm::vec3 doNudge(std::shared_ptr< GameWorld > world, std::optional< CollisionSystemData * > systemData, Entity entity, EllipsoidCollider &ellipsoidCollider, std::optional< CylinderCollider * > cylinderCollider, glm::vec3 pos, Collision &collision)
Nudge the ellipsoid along the direction specified by the collision normal. This prevents the ellipsoi...
Definition: collisionSystemHelper.cpp:36