Torque3D/Engine/source/T3D/physics/bullet/btCollision.h
2012-09-19 11:15:01 -04:00

98 lines
3.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _T3D_PHYSICS_BTCOLLISION_H_
#define _T3D_PHYSICS_BTCOLLISION_H_
#ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_
#include "T3D/physics/physicsCollision.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
class btCollisionShape;
class btCompoundShape;
class btTriangleMesh;
class BtCollision : public PhysicsCollision
{
protected:
/// The compound if we have more than one collision shape.
btCompoundShape *mCompound;
/// The concrete collision shapes.
Vector<btCollisionShape*> mShapes;
/// The local transform for the collision shape
/// or identity if this is a compound.
MatrixF mLocalXfm;
/// If we have any triangle mesh collision shapes then
/// we need to store the mesh data.
Vector<btTriangleMesh*> mMeshInterfaces;
/// Helper for adding shapes.
void _addShape( btCollisionShape *shape, const MatrixF &localXfm );
public:
BtCollision();
virtual ~BtCollision();
/// Return the Bullet collision shape.
btCollisionShape* getShape();
// The local transform used to offset the collsion
// to its correct graphics position.
const MatrixF& getLocalTransform() const { return mLocalXfm; }
// PhysicsCollision
virtual void addPlane( const PlaneF &plane );
virtual void addBox( const Point3F &halfWidth,
const MatrixF &localXfm );
virtual void addSphere( F32 radius,
const MatrixF &localXfm );
virtual void addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm );
virtual bool addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm );
virtual bool addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm );
virtual bool addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm );
};
#endif // _T3D_PHYSICS_BTCOLLISION_H_