9 #include <ThirdParty/Box2D/Box2D/Box2D.h> 11 #include <ThirdParty/EASTL-master/include/EASTL/shared_ptr.h> 12 #include <ThirdParty/EASTL-master/include/EASTL/vector.h> 13 #include <ThirdParty/EASTL-master/include/EASTL/map.h> 14 #include <ThirdParty/glm/glm/detail/type_vec2.hpp> 25 typedef eastl::shared_ptr<Entity> EntityPtr;
33 void AddCollisionComponent(eastl::weak_ptr<CollisionComponent> componentToAdd);
37 void OnLevelUnloaded();
65 eastl::weak_ptr<Entity> RayQueryFirstHit(
const glm::vec2& start,
const glm::vec2& end,
CollisionLayer detectionLayers)
const;
73 eastl::weak_ptr<Entity> RayQueryAllHit(
const glm::vec2& start,
const glm::vec2& end)
const;
79 bool IsRunning()
const;
85 eastl::vector<eastl::weak_ptr<CollisionComponent>> GetActiveCollisionComponents()
const;
93 eastl::vector<eastl::weak_ptr<CollisionComponent>> collisionComponents_;
The Collision component is an entities link to the Collision System and allows for interaction with t...
The Collision System handles and stores run-time collision data using the Box2D library ...
CollisionLayer
Bitmask Enum that allows for layered collision checking