btCollision.h
Engine/source/T3D/physics/bullet/btCollision.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _T3D_PHYSICS_BTCOLLISION_H_ 25#define _T3D_PHYSICS_BTCOLLISION_H_ 26 27#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_ 28#include "T3D/physics/physicsCollision.h" 29#endif 30#ifndef _MMATRIX_H_ 31#include "math/mMatrix.h" 32#endif 33#ifndef _TVECTOR_H_ 34#include "core/util/tVector.h" 35#endif 36 37class btCollisionShape; 38class btCompoundShape; 39class btTriangleMesh; 40 41 42class BtCollision : public PhysicsCollision 43{ 44protected: 45 46 /// The compound if we have more than one collision shape. 47 btCompoundShape *mCompound; 48 49 /// The concrete collision shapes. 50 Vector<btCollisionShape*> mShapes; 51 52 /// The local transform for the collision shape 53 /// or identity if this is a compound. 54 MatrixF mLocalXfm; 55 56 /// If we have any triangle mesh collision shapes then 57 /// we need to store the mesh data. 58 Vector<btTriangleMesh*> mMeshInterfaces; 59 60 /// Helper for adding shapes. 61 void _addShape( btCollisionShape *shape, const MatrixF &localXfm ); 62 63public: 64 65 BtCollision(); 66 virtual ~BtCollision(); 67 68 /// Return the Bullet collision shape. 69 btCollisionShape* getShape(); 70 71 // The local transform used to offset the collsion 72 // to its correct graphics position. 73 const MatrixF& getLocalTransform() const { return mLocalXfm; } 74 75 // PhysicsCollision 76 virtual void addPlane( const PlaneF &plane ); 77 virtual void addBox( const Point3F &halfWidth, 78 const MatrixF &localXfm ); 79 virtual void addSphere( F32 radius, 80 const MatrixF &localXfm ); 81 virtual void addCapsule( F32 radius, 82 F32 height, 83 const MatrixF &localXfm ); 84 virtual bool addConvex( const Point3F *points, 85 U32 count, 86 const MatrixF &localXfm ); 87 virtual bool addTriangleMesh( const Point3F *vert, 88 U32 vertCount, 89 const U32 *index, 90 U32 triCount, 91 const MatrixF &localXfm ); 92 virtual bool addHeightfield( const U16 *heights, 93 const bool *holes, 94 U32 blockSize, 95 F32 metersPerSample, 96 const MatrixF &localXfm ); 97}; 98 99#endif // _T3D_PHYSICS_BTCOLLISION_H_ 100