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| CollisionSystem (Sector §or) |
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void | add (CollisionObject *object) |
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void | remove (CollisionObject *object) |
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void | draw (DrawingContext &context) |
| Draw collision shapes for debugging.
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void | update () |
| Checks for all possible collisions. More...
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const std::shared_ptr< CollisionGroundMovementManager > & | get_ground_movement_manager () |
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bool | is_free_of_tiles (const Rectf &rect, const bool ignoreUnisolid=false, uint32_t tiletype=Tile::SOLID) const |
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bool | is_free_of_statics (const Rectf &rect, const CollisionObject *ignore_object, const bool ignoreUnisolid) const |
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bool | is_free_of_movingstatics (const Rectf &rect, const CollisionObject *ignore_object) const |
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bool | is_free_of_specifically_movingstatics (const Rectf &rect, const CollisionObject *ignore_object) const |
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RaycastResult | get_first_line_intersection (const Vector &line_start, const Vector &line_end, bool ignore_objects, const CollisionObject *ignore_object) const |
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bool | free_line_of_sight (const Vector &line_start, const Vector &line_end, bool ignore_objects, const CollisionObject *ignore_object) const |
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std::vector< CollisionObject * > | get_nearby_objects (const Vector ¢er, float max_distance) const |
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◆ update()
void CollisionSystem::update |
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Checks for all possible collisions.
And calls the collision_handlers, which the collision_objects provide for this case (or not).
The documentation for this class was generated from the following files: