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Module handling the physics engine.
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/*
* This file is part of the Yildiz-Engine project, licenced under the MIT License (MIT)
*
* Copyright (c) 2019 Grégory Van den Borre
*
* More infos available: https://engine.yildiz-games.be
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
* documentation files (the "Software"), to deal in the Software without restriction, including without
* limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
* OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*/
package be.yildizgames.module.physics;
import be.yildizgames.common.geometry.Point3D;
import be.yildizgames.common.model.EntityId;
/**
* Base interface for ClientWorld and ServerWorld, not meant ot be used as type but contains common code.
*
* @author Grégory Van den Borre
*/
public interface World {
/**
* Throw a ray in 3D space and check if it collide with an object, this is much slower than the simple ray, use it only if the collision point is needed.
*
* @param origin Ray starting point.
* @param destination Ray end point.
* @return An object containing the collided object and the collision point.
*/
RaycastResult throwRay(Point3D origin, Point3D destination);
/**
* Throw a ray in 3D space and check if it collide with an object.
*
* @param origin Ray starting point.
* @param destination Ray end point.
* @return The id of the collided object.
*/
EntityId throwSimpleRay(Point3D origin, Point3D destination);
/**
* @return The current gravity applied on this world.
*/
//@Ensures result != null
Point3D getGravity();
/**
* Set the gravity force for this world.
*
* @param newGravity Gravity value.
*/
World setGravity(Gravity newGravity);
/**
* Set the gravity force for this world.
*
* @param gravityX Gravity value on X axis.
* @param gravityY Gravity value on Y axis.
* @param gravityZ Gravity value on Z axis.
*/
void setGravity(float gravityX, float gravityY, float gravityZ);
}