The abstract base class for all things that can collide with other things in the world, and all the things they can collide with (except geometry).
This class and its derivatives really work very similarly to the way
BoundingVolumeand all of its derivatives work. There’s a different subclass for each basic shape of solid, and double-dispatch function calls handle the subset of the N*N intersection tests that we care about.
LVector3 const &
Returns true if a special normal was set by
set_effective_normal(), false otherwise.
Returns whether the solid is considered ‘tangible’ or not. An intangible solid has no effect in a
CollisionHandlerPusher(except to throw an event); it’s useful for defining ‘trigger’ planes and spheres, that cause an effect when passed through.
output(std::ostream &out) const¶
set_effective_normal(LVector3 const &effective_normal)¶
Records a false normal for this
CollisionSolidthat will be reported by the collision system with all collisions into it, instead of its actual normal. This is useful as a workaround for the problem of an avatar wanting to stand on a sloping ground; by storing a false normal, the ground appears to be perfectly level, and the avatar does not tend to slide down it.
This is only meaningful for
CollisionSolidsthat will be added to a traverser as colliders. It is normally true, but if set false, it means that this particular solid does not care about the “effective” normal of other solids it meets, but rather always uses the true normal.
Sets the current state of the ‘tangible’ flag. Set this true to make the solid tangible, so that a
CollisionHandlerPusherwill not allow another object to intersect it, or false to make it intangible, so that a
CollisionHandlerPusherwill ignore it except to throw an event.
write(std::ostream &out, int indent_level = 0) const¶
- LVector3 const &