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Collision Detection

mikeschaekermann edited this page Dec 16, 2012 · 2 revisions

Picking (in CellClient)

Methods

isPicked(Vec2f pickPoint)

Collision Type

point in circle

Triggering (in GameObjectContainer ???)

TODO

Collision Type

Radius-based

Placing (in GameObjectContainer)

Methods

input: GameObject& output: vector<GameObject*>

Collision Type

Radius-based

Attacking (in StandardCellServer, Events ???)

Methods

methods for getting attackers and getting victims

Collision Type

(1) Radius-based, (2) angle-dependent, (3) distance-based, (4) depth of penetration is relevant