/*
* Copyright (c) 2003-onwards Shaven Puppy Ltd
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package worm;
import java.util.List;
import org.lwjgl.util.ReadableRectangle;
interface CollisionManager {
/**
* Clears the quadtree. Do this before adding all the entities.
*/
void clear();
/**
* Store an entity in this node
* @param entity
*/
void store(Entity entity);
/**
* Add an entity to the quadtree
* @param entity
* @return the node we end up adding the entity to, or null if we can't fit it in
*/
CollisionManager add(Entity entity);
/**
* Find out where in this quadtree we'd place this rectangle.
* @param rect
* @return the node we would end up placing the rectangle in, or null if we can't fit it in
*/
CollisionManager submit(ReadableRectangle rect);
/**
* Remove an entity from this node. Recursively traverses the nodes until it finds the entity.
* @param entity
* @return true if the entity was removed; false if it wasn't found
*/
boolean remove(Entity entity);
/**
* Populate a list with all the entities colliding with the specified entity. Only entities in this node, its children, and all parent nodes
* are checked.
* @param entity The entity to check against
* @param dest The list to store collisions in, may be null
* @return dest, or a new List or dest is null
*/
List<Entity> checkCollisions(Entity entity, List<Entity> dest);
/**
* Populate a list with all the entities colliding with the specified rectangle. Only entities in this node, its children, and all parent nodes
* are checked.
* @param rect The entity to check against
* @param dest The list to store collisions in, may be null
* @return dest, or a new List or dest is null
*/
List<Entity> checkCollisions(ReadableRectangle rect, List<Entity> dest);
/**
* Check all the collisions in this node.
*/
void checkCollisions();
}