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

87 lines
3.3 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_PHYSICSCOLLISION_H_
#define _T3D_PHYSICS_PHYSICSCOLLISION_H_
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
class Point3F;
class MatrixF;
class PlaneF;
/// The shared collision representation for a instance of a
/// static or dynamic physics body.
///
/// Note that making very big convex primitives can cause bad
/// queries and collisions in some physics providers.
///
/// @see PhysicsBody
///
class PhysicsCollision : public StrongRefBase
{
public:
/// Add an infinite plane to the collision shape.
///
/// This shape is assumed to be static in some physics
/// providers and will at times be faked with a large box.
///
virtual void addPlane( const PlaneF &plane ) = 0;
/// Add a box to the collision shape.
virtual void addBox( const Point3F &halfWidth,
const MatrixF &localXfm ) = 0;
/// Add a sphere to the collision shape.
virtual void addSphere( F32 radius,
const MatrixF &localXfm ) = 0;
/// Add a Y axis capsule to the collision shape.
virtual void addCapsule( F32 radius,
F32 height,
const MatrixF &localXfm ) = 0;
/// Add a point cloud convex hull to the collision shape.
virtual bool addConvex( const Point3F *points,
U32 count,
const MatrixF &localXfm ) = 0;
/// Add a triangle mesh to the collision shape.
virtual bool addTriangleMesh( const Point3F *vert,
U32 vertCount,
const U32 *index,
U32 triCount,
const MatrixF &localXfm ) = 0;
/// Add a heightfield to the collision shape.
virtual bool addHeightfield( const U16 *heights,
const bool *holes,
U32 blockSize,
F32 metersPerSample,
const MatrixF &localXfm ) = 0;
};
#endif // _T3D_PHYSICS_PHYSICSCOLLISION_H_