//----------------------------------------------------------------------------- // 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_PHYSICSCOLLISION_H_ #define _T3D_PHYSICS_PHYSICSCOLLISION_H_ #ifndef _REFBASE_H_ #include "core/util/refBase.h" #endif class Point3F; class MatrixF; class PlaneF; /// The shared collision representation for a instance of a /// static or dynamic physics body. /// /// Note that making very big convex primitives can cause bad /// queries and collisions in some physics providers. /// /// @see PhysicsBody /// class PhysicsCollision : public StrongRefBase { public: /// Add an infinite plane to the collision shape. /// /// This shape is assumed to be static in some physics /// providers and will at times be faked with a large box. /// virtual void addPlane( const PlaneF &plane ) = 0; /// Add a box to the collision shape. virtual void addBox( const Point3F &halfWidth, const MatrixF &localXfm ) = 0; /// Add a sphere to the collision shape. virtual void addSphere( F32 radius, const MatrixF &localXfm ) = 0; /// Add a Y axis capsule to the collision shape. virtual void addCapsule( F32 radius, F32 height, const MatrixF &localXfm ) = 0; /// Add a point cloud convex hull to the collision shape. virtual bool addConvex( const Point3F *points, U32 count, const MatrixF &localXfm ) = 0; /// Add a triangle mesh to the collision shape. virtual bool addTriangleMesh( const Point3F *vert, U32 vertCount, const U32 *index, U32 triCount, const MatrixF &localXfm ) = 0; /// Add a heightfield to the collision shape. virtual bool addHeightfield( const U16 *heights, const bool *holes, U32 blockSize, F32 metersPerSample, const MatrixF &localXfm ) = 0; }; #endif // _T3D_PHYSICS_PHYSICSCOLLISION_H_