58 lines
1.5 KiB
C++

// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "physics/3d/Ray3D.hpp"
namespace Dawn {
struct Collider3DRayResult {
glm::vec3 point;
float_t distance;
glm::vec3 normal;
Collider3D *collider;
};
struct Collider3DAABBSweepResult {
};
enum Collider3DType {
COLLIDER3D_TYPE_CUBE,
COLLIDER3D_TYPE_CAPSULE,
COLLIDER3D_TYPE_SPHERE
};
class Collider3D : public SceneItemComponent {
protected:
/**
* Internal per-collider raycast implementation. Same arguments as
* Collider3D::raycast()
*/
virtual bool_t performRaycast(
struct Collider3DRayResult *result,
struct Ray3D ray
) = 0;
public:
Collider3D(std::weak_ptr<SceneItem> item);
/**
* Perform a raycast against this collider.
*
* @param result Where to store the result of the raycast collision
* @param ray The ray to cast against.
* @return True if the ray intercepts this collider, otherwise false.
*/
bool_t raycast(struct Collider3DRayResult *result, struct Ray3D ray);
/**
* Returns which type of collider this is. Useful for performing dynamic
* casting in your event listeners.
*
* @return The collider type this is.
*/
virtual enum Collider3DType getColliderType() = 0;
};
}