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/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef __DGCOLLIIONBVH__
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#define __DGCOLLIIONBVH__
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#include "dgCollision.h"
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#include "dgCollisionMesh.h"
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class dgCollisionBVH;
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typedef dgFloat32(*dgCollisionBVHUserRayCastCallback)(const dgBody *const body, const dgCollisionBVH *const heightFieldCollision, dgFloat32 interception, dgFloat32 *normal, dgInt32 faceId, void *usedData);
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class dgCollisionBVH: public dgCollisionMesh, public dgAABBPolygonSoup {
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public:
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DG_MSC_VECTOR_ALIGMENT
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struct dgBVHRay: public dgFastRayTest {
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dgBVHRay(const dgVector &l0, const dgVector &l1)
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: dgFastRayTest(l0, l1) {
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}
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dgMatrix m_matrix;
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dgVector m_normal;
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dgUnsigned32 m_id;
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dgFloat32 m_t;
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void *m_userData;
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const dgBody *m_myBody;
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const dgCollisionBVH *m_me;
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} DG_GCC_VECTOR_ALIGMENT;
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dgCollisionBVH(dgMemoryAllocator *const allocator);
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dgCollisionBVH(dgWorld *const world, dgDeserialize deserialization, void *const userData);
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virtual ~dgCollisionBVH(void);
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void BeginBuild();
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void AddFace(dgInt32 vertexCount, const dgFloat32 *const vertexPtr, dgInt32 strideInBytes, dgInt32 faceAttribute);
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void EndBuild(dgInt32 optimize);
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void SetCollisionRayCastCallback(dgCollisionBVHUserRayCastCallback rayCastCallback);
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dgCollisionBVHUserRayCastCallback GetDebugRayCastCallback() const {
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return m_userRayCastCallback;
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}
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void GetVertexListIndexList(const dgVector &p0, const dgVector &p1, dgGetVertexListIndexList &data) const;
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private:
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static dgFloat32 RayHit(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgFloat32 RayHitSimd(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgFloat32 RayHitUser(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgFloat32 RayHitUserSimd(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgIntersectStatus GetPolygon(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgIntersectStatus ShowDebugPolygon(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgIntersectStatus GetTriangleCount(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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static dgIntersectStatus CollectVertexListIndexList(void *context, const dgFloat32 *const polygon, dgInt32 strideInBytes, const dgInt32 *const indexArray, dgInt32 indexCount);
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void Serialize(dgSerialize callback, void *const userData) const;
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virtual dgVector SupportVertex(const dgVector &dir) const;
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virtual dgFloat32 RayCast(const dgVector &localP0, const dgVector &localP1, dgContactPoint &contactOut, OnRayPrecastAction preFilter, const dgBody *const body, void *const userData) const;
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virtual dgFloat32 RayCastSimd(const dgVector &localP0, const dgVector &localP1, dgContactPoint &contactOut, OnRayPrecastAction preFilter, const dgBody *const body, void *const userData) const;
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virtual void GetCollidingFaces(dgPolygonMeshDesc *const data) const;
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virtual void GetCollidingFacesSimd(dgPolygonMeshDesc *const data) const;
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virtual void GetCollisionInfo(dgCollisionInfo *info) const;
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void DebugCollision(const dgMatrix &matrixPtr, OnDebugCollisionMeshCallback callback, void *const userData) const;
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dgPolygonSoupDatabaseBuilder *m_builder;
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dgCollisionBVHUserRayCastCallback m_userRayCastCallback;
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friend class dgCollisionCompound;
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};
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#endif
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