File: dgCollisionSphere.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_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 &centerOfMass) 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_)