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collisiongeometry.h from NeoEngineNG at Krugle


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/***************************************************************************
                           collisiongeometry.h  -  Collision Geometry Abstraction
                             -------------------
    begin                : Tue Feb 06 2007
    copyright            : (C) 2007 by Arcadia Design srl
 ***************************************************************************

 The contents of this file are subject to the Mozilla Public License Version
 1.1 (the "License"); you may not use this file except in compliance with
 the License. You may obtain a copy of the License at
 http://www.mozilla.org/MPL/

 Software distributed under the License is distributed on an "AS IS" basis,
 WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 for the specific language governing rights and limitations under the
 License.

 The Original Code is the NeoEngine, audio.h

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2004
 Reality Rift Studios. All Rights Reserved.

 ***************************************************************************/
#ifndef __NECOLLISIONGEOMETRY_H
#define __NECOLLISIONGEOMETRY_H

#include "physicworld.h"
#include "nemath.h"
#include "vertexbuffer.h"

/**
  * \file collisiongeometry.h
  * Collision Primitives Shapes abstraction
  */

namespace NeoEngine
{

class PhysicWorld;

	/**
	 * \brief Geometry Collision Shape abstraction
     * \author Giancarlo Cherchi
    */
	class NEOENGINE_API CollisionGeometry
	{
		public:
			CollisionGeometry() :
			m_pkWorld( 0 )
			{
			}

			virtual ~CollisionGeometry() { }

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

		protected:
			/*! World which the geometry is linked to */
			PhysicWorld * m_pkWorld;
	};

	/**
	 * \brief Box collision shape
     * \author Giancarlo Cherchi
    */
	class NEOENGINE_API Box : public CollisionGeometry
	{
		public:
			Box( float fdx = 1.0f, float fdy = 1.0f, float fdz = 1.0f ) :
			CollisionGeometry(),
			m_fdx( fdx ),
			m_fdy( fdy ),
			m_fdz( fdz )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

			Vector3d GetDim() const { return Vector3d( m_fdx, m_fdy, m_fdz ); }

		protected:
			/*! box side one x dimension */
			float m_fdx;
			/*! box side one y dimension */
			float m_fdy;
			/*! box side one z dimension */
			float m_fdz;
	};

	/**
	 * \brief Sphere (Ellipsoid) collision shape
     * \author Giancarlo Cherchi
    */
	class NEOENGINE_API Sphere : public CollisionGeometry
	{
		public:
			Sphere( float frx = 1.0f, float fry = 1.0f, float frz = 1.0f ) :
			CollisionGeometry(),
			m_frx( frx ),
			m_fry( fry ),
			m_frz( frz )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

			Vector3d GetRadius() const { return Vector3d( m_frx, m_fry, m_frz ); }

		protected:
			/*! sphere radius along x axis */
			float m_frx;
			/*! sphere radius along y axis */
			float m_fry;
			/*! sphere radius along z axis */
			float m_frz;
	};

	class NEOENGINE_API Cone : public CollisionGeometry
	{
		public:
			Cone( float fRadius = 1.0f, float fHeight = 1.0f ) :
			CollisionGeometry(),
			m_fRadius( fRadius ),
			m_fHeight( fHeight )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

			float GetRadius() { return m_fRadius; }

			float GetHeight() { return m_fHeight; }

		protected:
			/*! cone radius at the base */
			float m_fRadius;
			/*! cone height along the X local axis from base to tip */
			float m_fHeight;
	};

	class NEOENGINE_API Capsule : public CollisionGeometry
	{
		public:
			Capsule( float fRadius = 1.0f, float fHeight = 1.0f ) :
			CollisionGeometry(),
			m_fRadius( fRadius ),
			m_fHeight( fHeight )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

			float GetRadius() { return m_fRadius; }

			float GetHeight() { return m_fHeight; }

		protected:
			/*! capsule radius at the base */
			float m_fRadius;
			/*! capsule height along the X local axis from base to tip */
			float m_fHeight;
	};

	class NEOENGINE_API Cylinder : public CollisionGeometry
	{
		public:
			Cylinder( float fRadius = 1.0f, float fHeight = 1.0f ) :
			CollisionGeometry(),
			m_fRadius( fRadius ),
			m_fHeight( fHeight )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;

			float GetRadius() { return m_fRadius; }

			float GetHeight() { return m_fHeight; }

		protected:
			/*! cylinder radius at the base */
			float m_fRadius;
			/*! cylinder height along the X local axis from base to tip */
			float m_fHeight;
	};

	class NEOENGINE_API ConvexHull : public virtual CollisionGeometry
	{
		protected:
			VertexBufferPtr	m_pkVertexBuffer;

			Vector3d * GenerateVertexCloud( VertexBufferPtr pkVertexBuffer );
		public:
			ConvexHull( VertexBufferPtr pkVertexBuffer ) :
			CollisionGeometry(),
			m_pkVertexBuffer( pkVertexBuffer )
			{
			}

			virtual void AttachToWorld( PhysicWorld * pkWorld ) = 0;
	};


}; // end namespace NeoEngine

#endif




See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  Makefile.am
  SConscript
  aabb.cpp
  aabb.h
  activator.h
  activator_inl.h
  adaptor.cpp
  adaptor.h
  animatednode.cpp
  animatednode.h
  animatedsubmesh.cpp
  animatedsubmesh.h
  animation.h
  animation_inl.h
  animator.h
  animator_inl.h
  astar.cpp
  astar.h
  audio.cpp
  audio.h
  base.cpp
  base.h
  basetypes.h
  bitparser.cpp
  bitparser.h
  bone.cpp
  bone.h
  boundingvolume.h
  buffer.cpp
  buffer.h
  callback.h
  camera.cpp
  camera.h
  capsule.cpp
  capsule.h
  collision.cpp
  collision.h
  collisiongeometry.cpp
  collisiongeometry.h
  color.cpp
  color.h
  config.cpp
  config.h
  console.cpp
  console.h
  contact.h
  core.cpp
  core.h
  device.cpp
  directory.cpp
  directory.h
  dll.c
  file.cpp
  file.h
  filecodec.cpp
  filecodec.h
  filemanager.cpp
  filemanager.h
  filetype.cpp
  filetype.h
  font.cpp
  font.h
  frustum.cpp
  frustum.h
  gpucalc.cpp
  gpucalc.h
  gpumatrix.h
  hash.h
  hashstring.cpp
  hashstring.h
  hashstring_inl.h
  hashtable.h
  hashtable_inl.h
  hierarchynode.h
  hierarchynode_inl.h
  input.cpp
  input.h
  inputentity.h
  joint.cpp
  joint.h
  keyframe.h
  light.cpp
  light.h
  line.h
  loadableentity.cpp
  loadableentity.h
  logstream.cpp
  logstream.h
  massparticle.cpp
  massparticle.h
  material.cpp
  material.h
  mesh.cpp
  mesh.h
  module.cpp
  module.h
  movie.cpp
  movie.h
  mutex.cpp
  mutex.h
  nemath.cpp
  nemath.h