group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
SweptCollision.hpp File Reference

Swept AABB and sphere collision queries against world geometry. More...

#include <glm/vec3.hpp>
#include <span>
Include dependency graph for SweptCollision.hpp:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  physics::Plane
 An infinite plane dividing free space from solid geometry. More...
 
struct  physics::WorldAABB
 An axis-aligned box in world space, used as static collision geometry. More...
 
struct  physics::WorldBrush
 A convex volume defined by bounding planes (for ramps, angled walls, etc.). More...
 
struct  physics::WorldGeometry
 All world collision geometry for one tick. More...
 
struct  physics::HitResult
 Result of a swept AABB collision query. More...
 
struct  physics::SphereHitResult
 Result of a sphere-cast query (includes world-space hit point). More...
 

Namespaces

namespace  physics
 Pure physics math — no ECS types, no registry.
 

Functions

HitResult physics::sweepAABB (glm::vec3 halfExtents, glm::vec3 start, glm::vec3 end, std::span< const Plane > planes)
 Sweep an AABB along the path [start, end] against a list of infinite planes.
 
HitResult physics::sweepAABBvsBox (glm::vec3 halfExtents, glm::vec3 start, glm::vec3 end, const WorldAABB &box)
 Sweep an AABB against a static axis-aligned box.
 
HitResult physics::sweepAABBvsBrush (glm::vec3 halfExtents, glm::vec3 start, glm::vec3 end, const WorldBrush &brush)
 Sweep an AABB against a convex brush (set of bounding planes).
 
HitResult physics::sweepAll (glm::vec3 halfExtents, glm::vec3 start, glm::vec3 end, const WorldGeometry &world)
 Sweep an AABB against all world geometry, returning the earliest hit.
 
SphereHitResult physics::sphereCast (float radius, glm::vec3 start, glm::vec3 end, const WorldGeometry &world)
 Cast a sphere along the path [start, end] against all world geometry.
 

Detailed Description

Swept AABB and sphere collision queries against world geometry.