/* * 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(); }