// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
-
#ifndef __COLLISION_H__
#define __COLLISION_H__
+#include <float.h>
+#include "collision_hit.hpp"
+#include <limits>
+
class Vector;
class Rect;
class AATriangle;
-class CollisionHit;
-class Collision
+namespace collision
+{
+
+class Constraints
{
public:
- /** does collision detection between 2 rectangles. Returns true in case of
- * collision and fills in the hit structure then.
- */
- static bool rectangle_rectangle(CollisionHit& hit, const Rect& r1,
- const Vector& movement, const Rect& r2);
-
- /** does collision detection between a rectangle and an axis aligned triangle
- * Returns true in case of a collision and fills in the hit structure then.
- */
- static bool rectangle_aatriangle(CollisionHit& hit, const Rect& rect,
- const Vector& movement, const AATriangle& triangle);
+ Constraints() {
+ float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
+ left = -infinity;
+ right = infinity;
+ top = -infinity;
+ bottom = infinity;
+ }
+
+ bool has_constraints() const {
+ float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
+ return left > -infinity || right < infinity
+ || top > -infinity || bottom < infinity;
+ }
+
+ float left;
+ float right;
+ float top;
+ float bottom;
+ Vector ground_movement;
+ CollisionHit hit;
};
-#endif
+/** checks if 2 rectangle intersect each other */
+bool intersects(const Rect& r1, const Rect& r2);
+
+/** does collision detection between a rectangle and an axis aligned triangle
+ * Returns true in case of a collision and fills in the hit structure then.
+ */
+bool rectangle_aatriangle(Constraints* constraints, const Rect& rect,
+ const AATriangle& triangle);
+void set_rectangle_rectangle_constraints(Constraints* constraints,
+ const Rect& r1, const Rect& r2);
+
+}
+
+#endif