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/***************************************************************************
contact.h - Collision detection contact data
-------------------
begin : Wed Feb 26 2003
copyright : (C) 2003 by Reality Rift Studios
email : mattias@realityrift.com
***************************************************************************
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, colldata.h
The Initial Developer of the Original Code is Mattias Jansson.
Portions created by Mattias Jansson are Copyright (C) 2002
Reality Rift Studios. All Rights Reserved.
***************************************************************************/
#ifndef __NECONTACT_H
#define __NECONTACT_H
#include "base.h"
#include "nemath.h"
#include "material.h"
#include "scenenode.h"
#include <vector>
/**
* \file contact.h
* Collision detection contact data
*/
namespace NeoEngine
{
#ifdef WIN32
# ifdef _MSC_VER
# pragma warning( disable : 4231 )
# endif
# ifndef __HAVE_VECTOR_NECONTACTDATA
UDTVectorEXPIMP( class Contact* );
# define __HAVE_VECTOR_NECONTACTDATA
# endif
#endif
/**
* \brief Collision detection contact data
* Used for returning collision detection contact results
* \author Mattias Jansson (mattias@realityrift.com)
*/
class NEOENGINE_API Contact
{
public:
/*! Contact points, sorted in descending depth (deepest first) */
Vector3d m_pkPoints[8];
/*! Penetration depths for each point */
float m_pfDepths[8];
/*! Number of points */
unsigned int m_uiNumPoints;
/*! Normal of colliding area/line/point */
Vector3d m_kNormal;
/*! Materials of the contacting surfaces. If either is null, no material associated with that colliding primitive */
MaterialPtr m_apkMaterials[2];
/*! Scene node collided with. This is invalid for static geometry! */
SceneNode *m_pkSceneNode;
/**
* Reset data
*/
inline Contact() : m_uiNumPoints( 0 ), m_pkSceneNode( 0 ) {}
/**
* Sort points according to depth, deepest first
*/
inline void Sort()
{
if( m_uiNumPoints <= 1 )
return;
Vector3d kTemp;
float fTemp;
//Simple bubblesorter for now
for( unsigned int uiPass = 0; uiPass < ( m_uiNumPoints - 1 ); ++uiPass )
{
for( unsigned int uiPoint = 0; uiPoint < ( m_uiNumPoints - ( uiPass + 1 ) ); ++uiPoint )
{
if( m_pfDepths[uiPoint+1] > m_pfDepths[uiPoint] )
{
//Swap
kTemp = m_pkPoints[uiPoint];
fTemp = m_pfDepths[uiPoint];
m_pkPoints[uiPoint] = m_pkPoints[uiPoint+1];
m_pfDepths[uiPoint] = m_pfDepths[uiPoint+1];
m_pkPoints[uiPoint+1] = kTemp;
m_pfDepths[uiPoint+1] = fTemp;
}
}
}
}
};
/**
* \brief Data defining a set of collision detection contact data
* Used for collision detection
* \author Mattias Jansson (mattias@realityrift.com)
*/
class NEOENGINE_API ContactSet
{
public:
/*! Contacts, sorted in descending depth of deepest contact point for each contact */
std::vector< Contact* > m_vpkContacts;
/**
*/
ContactSet() {}
/**
* Clear any contact data stored
*/
virtual ~ContactSet();
/**
* Add new contact data
* \param pkData Contact data
*/
void Add( Contact *pkData );
/**
* Clear all collision data
*/
void Clear();
};
};
#endif
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