Torque3D Documentation / _generateds / CollisionInterface

CollisionInterface

Engine/source/T3D/components/collision/collisionInterfaces.h

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Classes:

Public Types

enum
PublicConstants {  CollisionTimeoutValue = 250
}

Protected Static Attributes

Protected Functions

bool
checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale, Box3F collisionBox, U32 collisionMask, CollisionWorkingList & colWorkingList)

checkEarlyOut This function lets you trying and early out of any expensive collision checks by using simple extruded poly boxes representing our objects If it returns true, we know we won't hit with the given parameters and can successfully early out.

Public Functions

bool
buildPolyList(PolyListContext context, AbstractPolyList * polyList, const Box3F & box, const SphereF & sphere)

checkCollisions

handleCollision This will take a collision and queue the collision info for the object so that in knows about the collision.

handleCollisionList(CollisionList & collisionList, VectorF velocity)

handleCollisionList This basically takes in a CollisionList and calls handleCollision for each.

Detailed Description

Public Types

PublicConstants

Enumerator

CollisionTimeoutValue = 250

Public Attributes

Signal< void(PhysicsCollision *collision) > onCollisionChanged 
Signal< void(SceneObject *) > onCollisionSignal 
Signal< void(SceneObject *) > onContactSignal 

Protected Attributes

U32 CollisionMoveMask 
bool mBlockColliding 
CollisionList mCollisionList 
Vector< CollisionInterface * > mCollisionNotifyList 
ContactInfo mContactInfo 
Convex * mConvexList 
CollisionTimeout * mTimeoutList 
Box3F mWorkingQueryBox 

Protected Static Attributes

CollisionTimeout * sFreeTimeoutList 

Protected Functions

checkEarlyOut(Point3F start, VectorF velocity, F32 time, Box3F objectBox, Point3F objectScale, Box3F collisionBox, U32 collisionMask, CollisionWorkingList & colWorkingList)

checkEarlyOut This function lets you trying and early out of any expensive collision checks by using simple extruded poly boxes representing our objects If it returns true, we know we won't hit with the given parameters and can successfully early out.

If it returns false, our test case collided and we should do the full collision sim.

handleCollisionNotifyList()

queueCollision(SceneObject * obj, const VectorF & vec)

Public Functions

buildPolyList(PolyListContext context, AbstractPolyList * polyList, const Box3F & box, const SphereF & sphere)

Reimplemented by: CollisionComponent

clearCollisionList()

clearCollisionNotifyList()

doesBlockColliding()

getCollision(S32 col)

getCollisionData()

Reimplemented by: CollisionComponent

getCollisionList()

checkCollisions

getContactInfo()

getConvexList()

handleCollision(Collision & col, VectorF velocity)

handleCollision This will take a collision and queue the collision info for the object so that in knows about the collision.

handleCollisionList(CollisionList & collisionList, VectorF velocity)

handleCollisionList This basically takes in a CollisionList and calls handleCollision for each.