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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum { namespace Shapes {
/** @page shapes Collision detection
@brief Collection of simple shapes for high performance collision detection.
The essential thing in collision detection is to define a complex object with
collection of simple shapes, for which it is easy to detect collisions. These
shapes can be either one-, two- or three-dimensional and they can be grouped
together using various operations.
@tableofcontents
@section shapes-collection Available shapes
@subsection shapes-1D One-dimensional shapes
- @ref Shapes::Point "Shapes::Point*D" -- @copybrief Shapes::Point
- @ref Shapes::Line "Shapes::Line*D" -- @copybrief Shapes::Line
- @ref Shapes::LineSegment "Shapes::LineSegment*D" -- @copybrief Shapes::LineSegment
Because of numerical instability it's not possible to detect collisions of
line and point. Collision of two lines can be detected only in 2D.
@subsection shapes-2D Two-dimensional shapes
- Shapes::Plane -- @copybrief Shapes::Plane
@subsection shapes-3D Three-dimensional shapes
- @ref Shapes::Sphere "Shapes::Sphere*D" -- @copybrief Shapes::Sphere
- @ref Shapes::Cylinder "Shapes::Cylinder*D" -- @copybrief Shapes::Cylinder
- @ref Shapes::Capsule "Shapes::Capsule*D" -- @copybrief Shapes::Capsule
- @ref Shapes::AxisAlignedBox "Shapes::AxisAlignedBox*D" -- @copybrief Shapes::AxisAlignedBox
- @ref Shapes::Box "Shapes::Box*D" -- @copybrief Shapes::Box
The easiest (and most efficient) shape combination for detecting collisions
is point and sphere, followed by two spheres. Computing collision of two boxes
is least efficient.
@section shapes-composition Creating shape compositions
%Shapes can be composed together using one of three available logical
operations: AND, OR and NOT. These operations are mapped to operator&&(),
operator||() and operator!(), so for example creating negation of logical OR
of line segment and point is simple as this:
@code
Shapes::LineSegment3D segment;
Shapes::Point3D point;
Shapes::Composition3D composition = !(segment || point);
@endcode
@note Logical operations are not the same as set operations -- intersection of
two spheres will not generate any collision if they are disjoint, but
logical AND will if the object collides with both of them.
@subsection shapes-simplification Providing simplified version of shape for better performance
If there are many shapes composed together, it might hurt performance of
collision detection, because it might be testing collision with more shapes
than necessary. It's then good to specify simplified version of such shape,
so the collision detection is done on the complex one if and only if collision
was detected with the simplified shape. It is in fact logical AND using
operator&&() - the collision is initially detected on first (simplified) shape
and then on the other:
@code
Shapes::Sphere3D sphere;
Shapes::Box3D box;
Shapes::AxisAlignedBox3D simplified;
Shapes::Composition3D composition = simplified && (sphere || box);
@endcode
@section shapes-collisions Detecting shape collisions
%Shape pairs which have collision detection implemented can be tested for
collision using operator%(), for example:
@code
Shapes::Point3D point;
Shapes::Sphere3D sphere;
bool collide = point % sphere;
@endcode
@section shapes-scenegraph Integration with scene graph
%Shape can be attached to object in the scene using Shapes::Shape feature and
then used for collision detection. You can also use DebugTools::ShapeRenderer
to visualize the shape for debugging purposes.
@code
Object3D object;
auto shape = Shapes::Shape<Shapes::Sphere3D>(object, {{}, 23.0f});
@endcode
See also @ref scenegraph for introduction.
*/
}}}