PixelLightAPI
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00001 /*********************************************************\ 00002 * File: BodyConvexHull.h * 00003 * 00004 * Copyright (C) 2002-2011 The PixelLight Team (http://www.pixellight.org/) 00005 * 00006 * This file is part of PixelLight. 00007 * 00008 * PixelLight is free software: you can redistribute it and/or modify 00009 * it under the terms of the GNU Lesser General Public License as published by 00010 * the Free Software Foundation, either version 3 of the License, or 00011 * (at your option) any later version. 00012 * 00013 * PixelLight is distributed in the hope that it will be useful, 00014 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00015 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00016 * GNU Lesser General Public License for more details. 00017 * 00018 * You should have received a copy of the GNU Lesser General Public License 00019 * along with PixelLight. If not, see <http://www.gnu.org/licenses/>. 00020 \*********************************************************/ 00021 00022 00023 #ifndef __PLPHYSICS_BODYCONVEXHULL_H__ 00024 #define __PLPHYSICS_BODYCONVEXHULL_H__ 00025 #pragma once 00026 00027 00028 //[-------------------------------------------------------] 00029 //[ Includes ] 00030 //[-------------------------------------------------------] 00031 #include <PLMath/Vector3.h> 00032 #include "PLPhysics/Body.h" 00033 00034 00035 //[-------------------------------------------------------] 00036 //[ Namespace ] 00037 //[-------------------------------------------------------] 00038 namespace PLPhysics { 00039 00040 00041 //[-------------------------------------------------------] 00042 //[ Classes ] 00043 //[-------------------------------------------------------] 00044 /** 00045 * @brief 00046 * Abstract PL physics convex hull body 00047 * 00048 * @remarks 00049 * Convex hulls are the solution to collision primitive that can not be easily represented 00050 * by and implicit solid. The implicit solid primitives (spheres, cubes, cylinders, capsules, 00051 * cones, etc.), have constant time complexity for contact calculation and are also extremely 00052 * efficient on memory usage, therefore the application get perfect smooth behavior. However 00053 * for cases where the shape is too difficult or a polygonal representation is desired convex 00054 * hulls are the ultimate solution. For example it is a mistake to model a 10000 point sphere 00055 * as a convex hull, when the perfect sphere is available.\n 00056 * There is not upper limit as to how many vertices the application can pass to make 00057 * a hull shape, however for performance and memory usage concern it is the application 00058 * responsibility to keep the max vertex at the possible minimum. The minimum number of vertices 00059 * should be equal or larger than 4 and it is the application responsibility that the points are 00060 * part of a solid geometry. Unpredictable results will occur if all points happen to be collinear 00061 * or coplanar. 00062 */ 00063 class BodyConvexHull : public Body { 00064 00065 00066 //[-------------------------------------------------------] 00067 //[ Public functions ] 00068 //[-------------------------------------------------------] 00069 public: 00070 /** 00071 * @brief 00072 * Destructor 00073 */ 00074 PLPHYSICS_API virtual ~BodyConvexHull(); 00075 00076 /** 00077 * @brief 00078 * Returns the collision mesh 00079 * 00080 * @return 00081 * The collision mesh 00082 */ 00083 PLPHYSICS_API PLCore::String GetMesh() const; 00084 00085 /** 00086 * @brief 00087 * Returns the mesh scale 00088 * 00089 * @return 00090 * The mesh scale 00091 */ 00092 PLPHYSICS_API const PLMath::Vector3 &GetMeshScale() const; 00093 00094 00095 //[-------------------------------------------------------] 00096 //[ Protected functions ] 00097 //[-------------------------------------------------------] 00098 protected: 00099 /** 00100 * @brief 00101 * Constructor 00102 * 00103 * @param[in] cWorld 00104 * World this body is in 00105 * @param[in] cBodyImpl 00106 * Reference to the physics API specific body implementation 00107 * @param[in] sMesh 00108 * Collision mesh 00109 * @param[in] vMeshScale 00110 * Mesh scale 00111 */ 00112 PLPHYSICS_API BodyConvexHull(World &cWorld, BodyImpl &cBodyImpl, const PLCore::String &sMesh, const PLMath::Vector3 &vMeshScale); 00113 00114 00115 //[-------------------------------------------------------] 00116 //[ Protected data ] 00117 //[-------------------------------------------------------] 00118 protected: 00119 PLCore::String m_sMesh; /**< Collision mesh */ 00120 PLMath::Vector3 m_vMeshScale; /**< Mesh scale */ 00121 00122 00123 }; 00124 00125 00126 //[-------------------------------------------------------] 00127 //[ Namespace ] 00128 //[-------------------------------------------------------] 00129 } // PLPhysics 00130 00131 00132 #endif // __PLPHYSICS_BODYCONVEXHULL_H__
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