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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_DGCOLLISIONSPHERE_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_)
#define AFX_DGCOLLISIONSPHERE_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_
#include "dgCollisionConvex.h"
#define DG_SPHERE_VERTEX_COUNT 18
class dgCollisionSphere: public dgCollisionConvex {
public:
dgCollisionSphere(dgMemoryAllocator *allocator, dgUnsigned32 signature, dgFloat32 radius, const dgMatrix &offsetMatrix);
dgCollisionSphere(dgWorld *const world, dgDeserialize deserialization, void *const userData);
virtual ~dgCollisionSphere();
protected:
void Init(dgFloat32 radius, dgMemoryAllocator *allocator);
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 DebugCollision (const dgBody& myBody, DebugCollisionMeshCallback callback) 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;
void TesselateTriangle(dgInt32 level, const dgVector &p0, const dgVector &p1, const dgVector &p2, dgInt32 &count, dgVector *ouput) const;
// private:
virtual dgInt32 CalculateSignature() const;
virtual void SetCollisionBBox(const dgVector &p0, const dgVector &p1);
virtual dgFloat32 CalculateMassProperties(dgVector &inertia, dgVector &crossInertia, dgVector ¢erOfMass) 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;
dgFloat32 m_radius;
dgFloat32 m_radiusStep;
// dgFloat32 m_tethaStep;
// dgFloat32 m_tethaStepInv;
// dgFloat32 m_delCosTetha;
// dgFloat32 m_delSinTetha;
dgVector m_vertex[DG_SPHERE_VERTEX_COUNT];
static dgInt32 m_shapeRefCount;
static dgVector m_unitSphere[];
static dgConvexSimplexEdge m_edgeArray[];
friend class dgWorld;
};
class dgCollisionPoint: public dgCollisionSphere {
public:
dgCollisionPoint(dgMemoryAllocator *const allocator)
: dgCollisionSphere(allocator, 0x12344321, dgFloat32(0.25f), dgGetIdentityMatrix()) {
}
virtual dgFloat32 GetVolume() const;
virtual void CalculateInertia(dgVector &inertia, dgVector &origin) const;
virtual dgVector SupportVertex(const dgVector &dir) const;
virtual dgVector SupportVertexSimd(const dgVector &dir) const;
};
#endif // !defined(AFX_DGCOLLISIONSPHERE_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_)
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