Torque3D Documentation / _generateds / physicsCollision.h

physicsCollision.h

Engine/source/T3D/physics/physicsCollision.h

More...

Classes:

class

The shared collision representation for a instance of a static or dynamic physics body.

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_PHYSICSCOLLISION_H_
25#define _T3D_PHYSICS_PHYSICSCOLLISION_H_
26
27#ifndef _REFBASE_H_
28#include "core/util/refBase.h"
29#endif
30
31class Point3F;
32class MatrixF;
33class PlaneF;
34
35
36/// The shared collision representation for a instance of a 
37/// static or dynamic physics body.
38///
39/// Note that making very big convex primitives can cause bad
40/// queries and collisions in some physics providers.
41///
42/// @see PhysicsBody
43///
44class PhysicsCollision : public StrongRefBase
45{
46public:
47
48   /// Add an infinite plane to the collision shape.
49   ///
50   /// This shape is assumed to be static in some physics
51   /// providers and will at times be faked with a large box.
52   ///
53   virtual void addPlane( const PlaneF &plane ) = 0;
54
55   /// Add a box to the collision shape.
56   virtual void addBox( const Point3F &halfWidth,
57                        const MatrixF &localXfm ) = 0;
58
59   /// Add a sphere to the collision shape.
60   virtual void addSphere( F32 radius,
61                           const MatrixF &localXfm ) = 0;
62
63   /// Add a Y axis capsule to the collision shape.
64   virtual void addCapsule(   F32 radius,
65                              F32 height,
66                              const MatrixF &localXfm ) = 0;
67
68   /// Add a point cloud convex hull to the collision shape.
69   virtual bool addConvex( const Point3F *points, 
70                           U32 count,
71                           const MatrixF &localXfm ) = 0;
72
73   /// Add a triangle mesh to the collision shape.
74   virtual bool addTriangleMesh( const Point3F *vert,
75                                 U32 vertCount,
76                                 const U32 *index,
77                                 U32 triCount,
78                                 const MatrixF &localXfm ) = 0;
79
80   /// Add a heightfield to the collision shape.
81   virtual bool addHeightfield(  const U16 *heights,
82                                 const bool *holes,
83                                 U32 blockSize,
84                                 F32 metersPerSample,
85                                 const MatrixF &localXfm ) = 0;
86};
87
88#endif // _T3D_PHYSICS_PHYSICSCOLLISION_H_
89