/*
* 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;
/**
* Provides the results from a CharacterCollider sweep()
*
*/
public interface SweepCallback {
/**
* This method determines the average slope of the hit location. This can differ from that provided by the hit normal, as the hit normal
* is subject to local features and discontinuities. Using an average protects against this.
*
* @param originalSlope If no different slope can be found, this value is returned, making this method always return a decent number.
* @param checkingOffset How far to go up and down from the current position for the positions to check between.
* @return a safer slope to use for character movement calculations.
*/
float calculateAverageSlope(float originalSlope, float checkingOffset);
/**
* Returns where the closest hit took place.
*
* @return
*/
Vector3f getHitNormalWorld();
/**
* Returns the normal of the surface that has been hit in the closest hit.
*
* @return
*/
Vector3f getHitPointWorld();
/**
* The fraction of ray distance travelled before the first contact.
*
* @return closestHitFraction
*/
float getClosestHitFraction();
/**
* Note that if this is false, the other method make no sense and their output may be not what you expect.
*
* @return true if there was at least one hit, false otherwise.
*/
boolean hasHit();
/**
* Checks if the hit from this callback can be stepped upon.
*
* @param direction The direction to check in.
* @param stepHeight The maximum step height.
* @param slopeFactor If the slope you are walking against is smaller than this, it is assumes the slope moving code activates and you
* no longer need to take a step.
* @param checkForwardDistance How far to check ahead for a place to step upon.
* @return true if it is possible to step up while moving into 'direction'.
*/
boolean checkForStep(Vector3f direction, float stepHeight, float slopeFactor, float checkForwardDistance);
}