23 CollisionSystemData&
getSystemData(std::shared_ptr<GameWorld> world);
48 std::optional<Collision>
getClosestCollisionStatic(std::shared_ptr<GameWorld> world, std::optional<CollisionSystemData*> systemData,
49 Entity entity, EllipsoidCollider& ellipsoidCollider, glm::vec3 pos, glm::vec3 dir);
Definition: audioSystem.cpp:8
CollisionSystemData & getSystemData(std::shared_ptr< GameWorld > world)
Retrieve the world's CollisionSystemData. This should live as a component on an entity....
Definition: collisionSystemOptimizationStatic.cpp:5
std::optional< Collision > getClosestCollisionStatic(std::shared_ptr< GameWorld > world, std::optional< CollisionSystemData * > systemData, Entity entity, EllipsoidCollider &ellipsoidCollider, glm::vec3 pos, glm::vec3 dir)
Retrieve the closest static collision to a moving ellipsoid.
Definition: collisionSystemOptimizationStatic.cpp:40
void rebuildStaticBVH(std::shared_ptr< GameWorld > world)
This builds the bounding volume hierarchy for all static meshes in the scene, and stores it inside of...
Definition: collisionSystemOptimizationStatic.cpp:15