File: dgCollisionNull.h

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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.
*/

#if !defined(AFX_dgCollisionNull_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_)
#define AFX_dgCollisionNull_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_


#include "dgCollisionConvex.h"

class dgCollisionNull: public dgCollisionConvex {
public:
	dgCollisionNull(dgMemoryAllocator *const allocator, dgUnsigned32 signature);
	dgCollisionNull(dgWorld *const world, dgDeserialize deserialization, void *const userData);
	virtual ~dgCollisionNull();


protected:
	virtual dgFloat32 GetVolume() const;
	virtual void CalculateInertia(dgVector &inertia, dgVector &origin) const;
	virtual void CalcAABB(const dgMatrix &matrix, dgVector &p0, dgVector &p1) const;
	virtual void CalcAABBSimd(const dgMatrix &matrix, dgVector &p0, dgVector &p1) const;

	virtual dgVector SupportVertex(const dgVector &dir) const;
	virtual dgVector SupportVertexSimd(const dgVector &dir) const;


	virtual void DebugCollision(const dgMatrix &matrix, OnDebugCollisionMeshCallback callback, void *const userData) const;

	virtual dgVector CalculateVolumeIntegral(const dgMatrix &globalMatrix, GetBuoyancyPlane bouyancyPlane, void *const context) const;
//	virtual bool RayHit (const dgVector& localP0, const dgVector& localP1, dgFloat32 thickness, dgContactPoint& contactOut) 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 dgInt32 ClosestPoints (const dgBody& myBody, const dgVector& boxMin, const dgVector& boxMax,
//								   dgInt32 count, const dgVector& globalPoint,
//								   dgVector globalPointOut[], dgInt32 attribOut[]) const;

private:
	virtual dgInt32 CalculateSignature() const;
	virtual void SetCollisionBBox(const dgVector &p0, const dgVector &p1);

	virtual void Serialize(dgSerialize callback, void *const userData) const;


	friend class dgWorld;
};


#endif // !defined(AFX_dgCollisionNull_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_)