/*
* Copyright 2013 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.physics.engine;
import org.terasology.math.geom.Vector3f;
/**
* A character collider is a non-blocking collider for use calculating character movement.
* A character collider is always a vertically-aligned capsule.
*
*/
public interface CharacterCollider {
boolean isPending();
/**
* Retrieves the location of this collider.
*
* @return out the result.
*/
Vector3f getLocation();
/**
* Sets the worlds location of this collider.
*
* @param loc
*/
void setLocation(Vector3f loc);
/**
* A sweep is like a ray trace, except it moves the character collider from startPos to endPos, detecting any intersections as it moves.
*
* @param startPos
* @param endPos
* @param allowedPenetration
* @param slopeFactor
* @return A sweep callback with the results of the sweep
*/
SweepCallback sweep(Vector3f startPos, Vector3f endPos, float allowedPenetration, float slopeFactor);
}