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