Torque3D/Engine/source/T3D/physics/physicsCollision.h
marauder2k7 888332a85c rest of the implementation
apparently templated classes need all functions to be inline, otherwise unresolved symbols
macro for switching between matrixf and templated
few functions that were missed
2024-07-28 14:35:34 +01:00

93 lines
3.4 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;
#ifndef USE_TEMPLATE_MATRIX
class MatrixF;
#else
template<typename DATA_TYPE, U32 rows, U32 cols> class Matrix;
typedef Matrix<F32, 4, 4> MatrixF;
#endif
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_