2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_SUPERTUX_COLLISION_HPP
18 #define HEADER_SUPERTUX_SUPERTUX_COLLISION_HPP
20 #include "supertux/collision_hit.hpp"
22 #include <algorithm> /* min/max */
41 float infinity = (std::numeric_limits<float>::has_infinity ?
42 std::numeric_limits<float>::infinity() :
43 std::numeric_limits<float>::max());
50 bool has_constraints() const
52 float infinity = (std::numeric_limits<float>::has_infinity ?
53 std::numeric_limits<float>::infinity() :
54 std::numeric_limits<float>::max());
68 void max_left (float left2 ) { left = std::max(left , left2 ); }
69 void min_right (float right2 ) { right = std::min(right , right2 ); }
70 void max_top (float top2 ) { top = std::max(top , top2 ); }
71 void min_bottom(float bottom2) { bottom = std::min(bottom, bottom2); }
73 Vector ground_movement;
77 /** checks if 2 rectangle intersect each other */
78 bool intersects(const Rectf& r1, const Rectf& r2);
80 /** does collision detection between a rectangle and an axis aligned triangle
81 * Returns true in case of a collision and fills in the hit structure then.
83 bool rectangle_aatriangle(Constraints* constraints, const Rectf& rect,
84 const AATriangle& triangle, const Vector& addl_ground_movement = Vector(0,0));
86 void set_rectangle_rectangle_constraints(Constraints* constraints,
87 const Rectf& r1, const Rectf& r2, const Vector& addl_ground_movement = Vector(0,0));
89 } // namespace collision