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Engine directory for ticket #1
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Engine/source/T3D/physics/physicsCollision.h
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Engine/source/T3D/physics/physicsCollision.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_
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#define _T3D_PHYSICS_PHYSICSCOLLISION_H_
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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class Point3F;
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class MatrixF;
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class PlaneF;
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/// The shared collision representation for a instance of a
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/// static or dynamic physics body.
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///
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/// Note that making very big convex primitives can cause bad
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/// queries and collisions in some physics providers.
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///
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/// @see PhysicsBody
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///
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class PhysicsCollision : public StrongRefBase
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{
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public:
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/// Add an infinite plane to the collision shape.
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///
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/// This shape is assumed to be static in some physics
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/// providers and will at times be faked with a large box.
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///
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virtual void addPlane( const PlaneF &plane ) = 0;
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/// Add a box to the collision shape.
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virtual void addBox( const Point3F &halfWidth,
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const MatrixF &localXfm ) = 0;
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/// Add a sphere to the collision shape.
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virtual void addSphere( F32 radius,
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const MatrixF &localXfm ) = 0;
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/// Add a Y axis capsule to the collision shape.
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virtual void addCapsule( F32 radius,
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F32 height,
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const MatrixF &localXfm ) = 0;
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/// Add a point cloud convex hull to the collision shape.
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virtual bool addConvex( const Point3F *points,
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U32 count,
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const MatrixF &localXfm ) = 0;
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/// Add a triangle mesh to the collision shape.
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virtual bool addTriangleMesh( const Point3F *vert,
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U32 vertCount,
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const U32 *index,
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U32 triCount,
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const MatrixF &localXfm ) = 0;
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/// Add a heightfield to the collision shape.
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virtual bool addHeightfield( const U16 *heights,
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const bool *holes,
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U32 blockSize,
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F32 metersPerSample,
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const MatrixF &localXfm ) = 0;
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};
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#endif // _T3D_PHYSICS_PHYSICSCOLLISION_H_
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