R-Type
Distributed multiplayer game engine in C++
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ecs::CollisionSystem Member List

This is the complete list of members for ecs::CollisionSystem, including all inherited members.

canCollide(std::uint32_t layer1, std::uint32_t mask1, std::uint32_t layer2, std::uint32_t mask2) constecs::CollisionSystemprivate
checkAABB(const Transform::Vector2 &pos1, const Collider::Vector2 &size1, const Collider::Vector2 &offset1, const Transform::Vector2 &pos2, const Collider::Vector2 &size2, const Collider::Vector2 &offset2) constecs::CollisionSystemprivate
CollisionSystem()=defaultecs::CollisionSystem
getComponentMask() const overrideecs::CollisionSystemvirtual
handleModuleEnemyCollision(Address moduleAddr, Address enemyAddr, Registry &registry)ecs::CollisionSystemprivate
handleModuleProjectileCollision(Address moduleAddr, Address projectileAddr, Registry &registry, std::vector< Address > &entitiesToDestroy)ecs::CollisionSystemprivate
handlePickup(Address playerAddr, Address collectibleAddr, Registry &registry, std::vector< Address > &entitiesToDestroy)ecs::CollisionSystemprivate
handleProjectileCollision(Registry &registry, std::uint32_t entity1, std::uint32_t entity2, std::vector< Address > &entitiesToDestroy)ecs::CollisionSystemprivate
resolveWallCollision(Address playerAddr, Address wallAddr, Transform &playerTransform, Collider &playerCollider, Transform &wallTransform, Collider &wallCollider, Registry &registry)ecs::CollisionSystemprivate
update(Registry &registry, float deltaTime) overrideecs::CollisionSystemvirtual
~CollisionSystem() override=defaultecs::CollisionSystem
~ISystem()=defaultecs::ISystemvirtual