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2026-02-02 04:50:13 +01:00

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C++

/* 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.
*/
#include "dgCollisionNull.h"
#include "dgBody.h"
#include "dgContact.h"
#include "hpl1/engine/libraries/newton/core/dg.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
dgCollisionNull::dgCollisionNull(dgMemoryAllocator *const allocator,
dgUnsigned32 signature) : dgCollisionConvex(allocator, signature, dgGetIdentityMatrix(),
m_nullCollision) {
m_rtti |= dgCollisionNull_RTTI;
}
dgCollisionNull::dgCollisionNull(dgWorld *const world,
dgDeserialize deserialization, void *const userData) : dgCollisionConvex(world, deserialization, userData) {
m_rtti |= dgCollisionNull_RTTI;
}
void dgCollisionNull::Serialize(dgSerialize callback,
void *const userData) const {
SerializeLow(callback, userData);
}
dgCollisionNull::~dgCollisionNull() {
}
void dgCollisionNull::SetCollisionBBox(const dgVector &p0__,
const dgVector &p1__) {
NEWTON_ASSERT(0);
}
void dgCollisionNull::DebugCollision(const dgMatrix &matrixPtr,
OnDebugCollisionMeshCallback callback, void *const userData) const {
}
dgInt32 dgCollisionNull::CalculateSignature() const {
return dgInt32(GetSignature());
}
void dgCollisionNull::CalcAABB(const dgMatrix &matrix, dgVector &p0,
dgVector &p1) const {
p0.m_x = matrix[3][0];
p1.m_x = matrix[3][0];
p0.m_y = matrix[3][1];
p1.m_y = matrix[3][1];
p0.m_z = matrix[3][2];
p1.m_z = matrix[3][2];
p0.m_w = 1.0f;
p1.m_w = 1.0f;
}
void dgCollisionNull::CalcAABBSimd(const dgMatrix &matrix, dgVector &p0,
dgVector &p1) const {
CalcAABB(matrix, p0, p1);
}
dgVector dgCollisionNull::SupportVertex(const dgVector &dir) const {
NEWTON_ASSERT(0);
return dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f),
dgFloat32(0.0f));
}
dgVector dgCollisionNull::SupportVertexSimd(const dgVector &dir) const {
NEWTON_ASSERT(0);
return dgVector(dgFloat32(0.0f), dgFloat32(0.0f), dgFloat32(0.0f),
dgFloat32(0.0f));
}
dgFloat32 dgCollisionNull::GetVolume() const {
return 0.0f;
}
dgFloat32 dgCollisionNull::RayCast(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
return dgFloat32(1.2f);
}
dgFloat32 dgCollisionNull::RayCastSimd(const dgVector &localP0,
const dgVector &localP1, dgContactPoint &contactOut,
OnRayPrecastAction preFilter, const dgBody *const body,
void *const userData) const {
return dgFloat32(1.2f);
}
dgVector dgCollisionNull::CalculateVolumeIntegral(const dgMatrix &matrix__,
GetBuoyancyPlane buoyancuPlane__, void *context__) const {
NEWTON_ASSERT(0);
return dgVector(0.0f, 0.0f, 0.0f, 0.0f);
}
void dgCollisionNull::CalculateInertia(dgVector &inertia,
dgVector &origin) const {
inertia.m_x = dgFloat32(0.0f);
inertia.m_y = dgFloat32(0.0f);
inertia.m_z = dgFloat32(0.0f);
origin.m_x = dgFloat32(0.0f);
origin.m_y = dgFloat32(0.0f);
origin.m_z = dgFloat32(0.0f);
}