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dynamicmeshcollisionshape.h
1 // © Copyright 2010 - 2014 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
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9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
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14  You should have received a copy of the GNU General Public License
15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
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23  However there are some practical restrictions, so if your project involves
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31  your distribution
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33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
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37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _physicsdynamicmeshcollisionshape_h
41 #define _physicsdynamicmeshcollisionshape_h
42 
43 #include "Physics/meshcollisionshape.h"
44 
45 class btGImpactMeshShape;
46 
47 namespace Mezzanine
48 {
49  namespace Physics
50  {
51  ///////////////////////////////////////////////////////////////////////////////
52  /// @class DynamicMeshCollisionShape
53  /// @headerfile collisionshape.h
54  /// @brief A triangle mesh collsion shape based on a graphics mesh.
55  /// @details As the name suggests, this is a TriMesh shape intended for dynamic objects. This
56  /// can be used with static objects, but using the StaticMeshCollisionShape class instead will
57  /// yeild much better performance. @n @n
58  /// In general, this collision shape will provide "pixel-perfect" collisions, but this comes at
59  /// a steep performance cost. You can't have too many objects with this kind of shape before
60  /// running into noticable performance drops. This class should be avoided in real-time applications
61  /// if at all possible. Primitives provide much better performance.
62  ///////////////////////////////////////
64  {
65  protected:
66  btGImpactMeshShape* GImpactShape;
67  public:
68  /// @internal
69  /// @brief Internal Constructor.
70  /// @param Name The name of this Shape.
71  /// @param BulletShape The internal shape this shape is based on.
72  DynamicMeshCollisionShape(const String& Name, btGImpactMeshShape* BulletShape);
73  /// @brief Class Destructor.
74  virtual ~DynamicMeshCollisionShape();
75  /// @copydoc CollisionShape::GetType()
76  virtual CollisionShape::ShapeType GetType() const;
77  };//DynamicMeshCollisionShape
78  }//Physics
79 }//Mezzanine
80 
81 /// @copydoc operator << (std::ostream& stream, const Mezzanine::Physics::CollisionShape& ShapeToSerialize)
82 std::ostream& MEZZ_LIB operator << (std::ostream& stream, const Mezzanine::Physics::DynamicMeshCollisionShape& ShapeToSerialize);
83 /// @copydoc operator >> (std::istream& stream, Mezzanine::Physics::CollisionShape& x)
84 std::istream& MEZZ_LIB operator >> (std::istream& stream, Mezzanine::Physics::DynamicMeshCollisionShape& x);
85 /// @copydoc operator >> (const Mezzanine::XML::Node& OneNode, Mezzanine::Physics::CollisionShape& x)
87 
88 #endif