//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _T3D_PHYSICS_BTCOLLISION_H_ #define _T3D_PHYSICS_BTCOLLISION_H_ #ifndef _T3D_PHYSICS_PHYSICSCOLLISION_H_ #include "T3D/physics/physicsCollision.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _TVECTOR_H_ #include "core/util/tVector.h" #endif class btCollisionShape; class btCompoundShape; class btTriangleMesh; class BtCollision : public PhysicsCollision { protected: /// The compound if we have more than one collision shape. btCompoundShape *mCompound; /// The concrete collision shapes. Vector mShapes; /// The local transform for the collision shape /// or identity if this is a compound. MatrixF mLocalXfm; /// If we have any triangle mesh collision shapes then /// we need to store the mesh data. Vector mMeshInterfaces; /// Helper for adding shapes. void _addShape( btCollisionShape *shape, const MatrixF &localXfm ); public: BtCollision(); virtual ~BtCollision(); /// Return the Bullet collision shape. btCollisionShape* getShape(); // The local transform used to offset the collsion // to its correct graphics position. const MatrixF& getLocalTransform() const { return mLocalXfm; } // PhysicsCollision virtual void addPlane( const PlaneF &plane ); virtual void addBox( const Point3F &halfWidth, const MatrixF &localXfm ); virtual void addSphere( F32 radius, const MatrixF &localXfm ); virtual void addCapsule( F32 radius, F32 height, const MatrixF &localXfm ); virtual bool addConvex( const Point3F *points, U32 count, const MatrixF &localXfm ); virtual bool addTriangleMesh( const Point3F *vert, U32 vertCount, const U32 *index, U32 triCount, const MatrixF &localXfm ); virtual bool addHeightfield( const U16 *heights, const bool *holes, U32 blockSize, F32 metersPerSample, const MatrixF &localXfm ); }; #endif // _T3D_PHYSICS_BTCOLLISION_H_