tge/engine/game/shapeCollision.cc
2025-02-17 23:17:30 -06:00

45 lines
1.7 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "game/shapeBase.h"
#include "game/item.h"
#include "game/trigger.h"
//----------------------------------------------------------------------------
void collisionFilter(SceneObject* object,void *key)
{
Container::CallbackInfo* info = reinterpret_cast<Container::CallbackInfo*>(key);
ShapeBase* ptr = reinterpret_cast<ShapeBase*>(info->key);
if (object->getTypeMask() & ItemObjectType) {
// We've hit it's bounding box, that's close enough for items.
Item* item = static_cast<Item*>(object);
if (ptr != item->getCollisionObject())
ptr->queueCollision(item,ptr->getVelocity() - item->getVelocity());
}
else
if (object->getTypeMask() & TriggerObjectType) {
// We've hit it's bounding box, that's close enough for triggers
Trigger* pTrigger = static_cast<Trigger*>(object);
pTrigger->potentialEnterObject(ptr);
}
else
if (object->getTypeMask() & CorpseObjectType) {
// Ok, guess it's close enough for corpses too...
ShapeBase* col = static_cast<ShapeBase*>(object);
ptr->queueCollision(col,ptr->getVelocity() - col->getVelocity());
}
else
object->buildPolyList(info->polyList,info->boundingBox,info->boundingSphere);
}
void defaultFilter(SceneObject* object,void * key)
{
Container::CallbackInfo* info = reinterpret_cast<Container::CallbackInfo*>(key);
object->buildPolyList(info->polyList,info->boundingBox,info->boundingSphere);
}