/* * 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); }