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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 __DGCOLLIIO_USERMESH__
#define __DGCOLLIIO_USERMESH__
#include "dgCollision.h"
#include "dgCollisionMesh.h"
typedef void (dgApi *OnUserMeshDestroyCallback)(void *const userData);
typedef void(dgApi *OnUserMeshCollideCallback)(NewtonUserMeshCollisionCollideDesc *const collideDescData);
typedef dgFloat32(dgApi *OnUserMeshRayHitCallback)(NewtonUserMeshCollisionRayHitDesc *const lineDescData);
typedef void (dgApi *UserMeshCollisionInfo)(void *userData, dgCollisionInfo *infoRecord);
typedef void(dgApi *UserMeshFacesInAABB)(void *const userData, const dFloat *const p0, const dFloat *const p1,
const dFloat *const *const vertexArray, int32 *const vertexCount, int32 *const vertexStrideInBytes,
const int32 *const indexList, int32 maxIndexCount, const int32 *const userDataList);
class dgUserMeshCreation {
public:
void *m_userData;
OnUserMeshCollideCallback m_collideCallback;
OnUserMeshRayHitCallback m_rayHitCallBack;
OnUserMeshDestroyCallback m_destroyCallback;
UserMeshCollisionInfo m_getInfo;
UserMeshFacesInAABB m_faceInAabb;
};
class dgCollisionUserMesh: public dgCollisionMesh {
public:
dgCollisionUserMesh(dgMemoryAllocator *allocator, const dgVector &boxP0, const dgVector &boxP1, const dgUserMeshCreation &data);
dgCollisionUserMesh(dgWorld *const world, dgDeserialize deserialization, void *const userData);
virtual ~dgCollisionUserMesh(void);
void GetVertexListIndexList(const dgVector &p0, const dgVector &p1, dgGetVertexListIndexList &data) const;
private:
void Serialize(dgSerialize callback, void *const userData) const;
virtual void GetCollisionInfo(dgCollisionInfo *info) 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 void GetCollidingFaces(dgPolygonMeshDesc *const data) const;
virtual void GetCollidingFacesSimd(dgPolygonMeshDesc *const data) const;
void DebugCollision(const dgMatrix &matrixPtr, OnDebugCollisionMeshCallback callback, void *const userData) const;
void *m_userData;
UserMeshCollisionInfo m_getInfo;
UserMeshFacesInAABB m_faceInAabb;
OnUserMeshRayHitCallback m_rayHitCallBack;
OnUserMeshCollideCallback m_collideCallback;
OnUserMeshDestroyCallback m_destroyCallback;
};
#endif
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