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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef AFX_DGCOLLISIONCOMPOUND_BREAKABLE_H__INCLUDED_
#define AFX_DGCOLLISIONCOMPOUND_BREAKABLE_H__INCLUDED_
#include "dgCollisionCompound.h"
#include "dgCollisionConvex.h"
class dgMeshEffect;
class dgCollisionCompoundBreakable : public dgCollisionCompound {
public:
class dgFlatVertex {
public:
dgFloat32 m_point[10]; // 3 point, 3 normal. 2 uv0, 2 uv1
};
class dgFlatVertexArray : public dgArray<dgFlatVertex> {
public:
dgFlatVertexArray(dgMemoryAllocator *const allocator)
: dgArray<dgFlatVertex>(1024 * 4, allocator) {
m_count = 0;
}
dgInt32 m_count;
};
class dgVertexBuffer : public dgRefCounter {
public:
DG_CLASS_ALLOCATOR(allocator)
dgVertexBuffer(dgInt32 count, dgMemoryAllocator *allocator);
dgVertexBuffer(dgMemoryAllocator *const allocator, dgDeserialize deserialization, void *const userData);
~dgVertexBuffer();
void Serialize(dgSerialize callback, void *const userData) const;
void GetVertexStreams(dgInt32 vertexStrideInByte, dgFloat32 *vertex, dgInt32 normalStrideInByte, dgFloat32 *normal,
dgInt32 uvStrideInByte, dgFloat32 *uv) const;
dgInt32 m_vertexCount;
dgFloat32 *m_uv;
dgFloat32 *m_vertex;
dgFloat32 *m_normal;
dgMemoryAllocator *m_allocator;
};
class dgSubMesh {
public:
dgSubMesh(dgMemoryAllocator *const allocator);
~dgSubMesh();
void Serialize(dgSerialize callback, void *const userData) const;
dgInt32 m_faceOffset;
dgInt32 m_visibleFaces;
dgInt32 m_material;
dgInt32 m_faceCount;
dgInt32 *m_indexes;
dgMemoryAllocator *m_allocator;
};
class dgMesh : public dgList<dgSubMesh>, public dgRefCounter {
public:
dgMesh(dgMemoryAllocator *const allocator);
dgMesh(dgMemoryAllocator *const allocator, dgDeserialize deserialization, void *const userData);
~dgMesh();
void Serialize(dgSerialize callback, void *const userData) const;
dgSubMesh *AddgSubMesh(dgInt32 indexCount, dgInt32 material);
dgInt32 m_IsVisible;
};
class dgDebriNodeInfo {
public:
dgDebriNodeInfo();
~dgDebriNodeInfo();
struct PackedSaveData {
union {
dgInt32 m_lru;
dgInt32 m_shapeID;
};
dgInt32 m_distanceToFixNode;
dgInt32 m_islandIndex;
} m_commonData;
dgMesh *m_mesh;
dgCollisionConvex *m_shape;
};
class dgSharedNodeMesh {
public:
dgSharedNodeMesh();
~dgSharedNodeMesh();
};
class dgDebriGraph : public dgGraph<dgDebriNodeInfo, dgSharedNodeMesh> {
public:
dgDebriGraph(dgMemoryAllocator *const allocator);
dgDebriGraph(const dgDebriGraph &source);
dgDebriGraph(dgMemoryAllocator *const allocator, dgDeserialize deserialization, void *const userData);
~dgDebriGraph();
// void AddToHeap (dgDownHeap<dgMeshEffect*, dgFloat32>& heap, dgMeshEffect* front);
void AddNode(dgFlatVertexArray &vertexArray, dgMeshEffect *solid, dgInt32 clipperMaterial, dgInt32 id, dgFloat32 density, dgFloat32 padding);
// void SplitAndAddNodes (dgFlatVertexArray& vertexArray, dgMeshEffect* solid, dgMeshEffect* const clipper,
// dgInt32 clipperMaterial, dgInt32 id, dgFloat32 density, dgCollisionCompoundBreakableCallback callback, void* buildUsedData);
// void AddMeshes (dgFlatVertexArray& vertexArray, dgInt32 count, dgMeshEffect* const solidArray[], dgMeshEffect* const clipperArray[],
// dgMatrix* const matrixArray, dgInt32* const idArray, dgFloat32* const densities, dgCollisionCompoundBreakableCallback callback, void* buildUsedData);
void AddMeshes(dgFlatVertexArray &vertexArray, dgInt32 count, dgMeshEffect *const solidArray[],
const dgInt32 *const idArray, const dgFloat32 *const densities, const dgInt32 *const internalFaceMaterial, dgFloat32 gaps);
void Serialize(dgSerialize callback, void *const userData) const;
};
class dgIsland : public dgList<dgDebriGraph::dgListNode *> {
public:
dgIsland(dgMemoryAllocator *const allocator)
: dgList<dgDebriGraph::dgListNode *>(allocator) {
}
};
class dgCollisionConvexIntance : public dgCollisionConvex {
public:
dgCollisionConvexIntance(dgWorld *const world, dgDeserialize deserialization, void *const userData);
dgCollisionConvexIntance(const dgCollisionConvexIntance &source, dgDebriGraph::dgListNode *node);
dgCollisionConvexIntance(dgCollisionConvex *convexChild, dgDebriGraph::dgListNode *node, dgFloat32 density);
virtual ~dgCollisionConvexIntance();
protected:
virtual dgFloat32 GetVolume() const;
virtual bool OOBBTest(const dgMatrix &matrix, const dgCollisionConvex *const shape, void *const cacheOrder) const;
virtual dgVector SupportVertex(const dgVector &dir) const;
virtual dgVector SupportVertexSimd(const dgVector &dir) const;
virtual void CalcAABB(const dgMatrix &matrix, dgVector &p0, dgVector &p1) const;
virtual void CalcAABBSimd(const dgMatrix &matrix, dgVector &p0, dgVector &p1) const;
virtual void DebugCollision(const dgMatrix &matrix, OnDebugCollisionMeshCallback callback, void *const userData) const;
virtual dgFloat32 RayCast(const dgVector &localP0, const dgVector &localP1, dgContactPoint &contactOut, OnRayPrecastAction preFilter, const dgBody *const body, void *const userData) const;
virtual dgFloat32 RayCastSimd(const dgVector &localP0, const dgVector &localP1, dgContactPoint &contactOut, OnRayPrecastAction preFilter, const dgBody *const body, void *const userData) const;
virtual dgVector CalculateVolumeIntegral(const dgMatrix &globalMatrix, GetBuoyancyPlane bouyancyPlane, void *const context) const;
private:
virtual dgInt32 CalculateSignature() const;
virtual void SetCollisionBBox(const dgVector &p0, const dgVector &p1);
virtual dgFloat32 GetBoxMinRadius() const;
virtual dgFloat32 GetBoxMaxRadius() const;
virtual dgInt32 CalculatePlaneIntersection(const dgVector &normal, const dgVector &point, dgVector *const contactsOut) const;
virtual dgInt32 CalculatePlaneIntersectionSimd(const dgVector &normal, const dgVector &point, dgVector *const contactsOut) const;
virtual void GetCollisionInfo(dgCollisionInfo *info) const;
virtual void Serialize(dgSerialize callback, void *const userData) const;
virtual void SetBreakImpulse(dgFloat32 force);
virtual dgFloat32 GetBreakImpulse() const;
dgNodeBase *m_treeNode;
dgCollisionConvex *m_myShape;
dgDebriGraph::dgListNode *m_graphNode;
dgVector m_inertia;
dgFloat32 m_destructionImpulse;
#ifdef _DEBUG
dgInt32 m_ordinal;
#endif
friend class dgCollisionCompoundBreakable;
};
class dgCompoundBreakableFilterData {
public:
dgInt32 m_index;
dgDebriGraph::dgListNode *m_node;
};
// class dgSegmenList: public dgList<dgMeshEffect*>
// {
// public:
// dgSegmenList(dgMeshEffect* const source);
// ~dgSegmenList();
// };
dgCollisionCompoundBreakable(const dgCollisionCompoundBreakable &source);
// dgCollisionCompoundBreakable (dgInt32 count, dgMeshEffect* const solidArray[], dgMeshEffect* const clipperArray[],
// dgMatrix* const matrixArray, dgInt32* const idArray, dgFloat32* const densities, dgInt32 debriiId,
// dgCollisionCompoundBreakableCallback callback, void* buildUsedData, dgWorld* world);
dgCollisionCompoundBreakable(dgInt32 count, dgMeshEffect *const solidArray[], const dgInt32 *const idArray,
const dgFloat32 *const densities, const dgInt32 *const internalFaceMaterial,
dgInt32 debriiId, dgFloat32 gaps, dgWorld *world);
dgCollisionCompoundBreakable(dgWorld *const world, dgDeserialize deserialization, void *const userData);
virtual ~dgCollisionCompoundBreakable(void);
void DeleteComponentBegin();
dgBody *CreateComponentBody(dgDebriGraph::dgListNode *node) const;
void DeleteComponent(dgDebriGraph::dgListNode *node);
void DeleteComponentEnd();
dgDebriGraph::dgListNode *GetMainMesh() const {
return m_conectivity.GetLast();
}
dgDebriGraph::dgListNode *GetFirstComponentMesh() const {
return (m_conectivity.GetCount() > 2) ? m_conectivity.GetFirst()->GetNext() : NULL;
}
dgInt32 GetSegmentsInRadius(const dgVector &origin, dgFloat32 radius, dgDebriGraph::dgListNode **segments, dgInt32 maxCount) const;
void ResetAnchor();
void SetAnchoredParts(dgInt32 count, const dgMatrix *const matrixArray, dgCollision * const *collisionArray);
void EnumerateIslands();
// dgInt32 GetSegmentsInRadius (const dgVector& origin, dgFloat32 radius, dgDebriGraph::dgListNode** segments, dgInt32 maxCount);
// dgInt32 GetDetachedPieces (dgCollision** shapes, dgInt32 maxCount);
dgInt32 GetSegmentIndexStream(dgDebriGraph::dgListNode *const node, dgMesh::dgListNode *segment, dgInt32 *const index) const;
dgInt32 GetSegmentIndexStreamShort(const dgDebriGraph::dgListNode *const node, dgMesh::dgListNode *segment, dgInt16 *const index) const;
dgInt32 GetVertecCount() const {
return m_vertexBuffer->m_vertexCount;
}
void GetVertexStreams(dgInt32 vertexStrideInByte, dgFloat32 *vertex,
dgInt32 normalStrideInByte, dgFloat32 *normal,
dgInt32 uvStrideInByte, dgFloat32 *uv) const {
m_vertexBuffer->GetVertexStreams(vertexStrideInByte, vertex, normalStrideInByte, normal, uvStrideInByte, uv);
}
private:
void LinkNodes();
virtual void GetCollisionInfo(dgCollisionInfo *info) const;
virtual void Serialize(dgSerialize callback, void *const userData) const;
dgInt32 m_lru;
dgInt32 m_lastIslandColor;
dgInt32 m_visibilityMapIndexCount;
dgInt8 *m_visibilityMap;
dgInt32 *m_visibilityInderectMap;
dgVertexBuffer *m_vertexBuffer;
dgDebriGraph m_conectivity;
dgIsland m_detachedIslands;
};
#endif
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