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