Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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CollisionResponse.h
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1#ifndef ULT_PHYSICS_COLLISION_RESPONSE_H_INCLUDED
2#define ULT_PHYSICS_COLLISION_RESPONSE_H_INCLUDED
3
4#include "../Math/Frustum.h"
5#include "../Math/Plane.h"
6#include "PointMass.h"
7
8namespace Ult
9{
10
14
20{
21public:
30
35 PointMass* p1, float radius1,
36 PointMass* p2, float radius2,
37 float e
38 );
39
44 PointMass* p1, float radius1,
45 const Frustum& frustum,
46 float e
47 );
48
53 PointMass* p1, float radius1,
54 const Plane& plane,
55 float e
56 );
57};
58
59} // namespace Ult
60
61#endif // ULT_PHYSICS_COLLISION_RESPONSE_H_INCLUDED
62
bool ResponseToCollision(PointMass *p1, float radius1, PointMass *p2, float radius2, float e)
Definition CollisionResponse.cpp:9
CollisionResponse()
Definition CollisionResponse.h:25
~CollisionResponse()
Definition CollisionResponse.h:29
Definition Frustum.h:18
Definition Plane.h:27
Definition PointMass.h:14
Definition Archive.h:13