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Mezzanine
src
Physics
dynamicmeshcollisionshape.h
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// © Copyright 2010 - 2014 BlackTopp Studios Inc.
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/* This file is part of The Mezzanine Engine.
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The Mezzanine Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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The Mezzanine Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* The original authors have included a copy of the license specified above in the
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'Docs' folder. See 'gpl.txt'
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*/
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/* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
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Build professional software and charge for their product.
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However there are some practical restrictions, so if your project involves
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any of the following you should contact us and we will try to work something
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out:
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- DRM or Copy Protection of any kind(except Copyrights)
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- Software Patents You Do Not Wish to Freely License
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- Any Kind of Linking to Non-GPL licensed Works
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- Are Currently In Violation of Another Copyright Holder's GPL License
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- If You want to change our code and not add a few hundred MB of stuff to
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your distribution
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These and other limitations could cause serious legal problems if you ignore
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them, so it is best to simply contact us or the Free Software Foundation, if
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you have any questions.
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Joseph Toppi - toppij@gmail.com
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John Blackwood - makoenergy02@gmail.com
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*/
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#ifndef _physicsdynamicmeshcollisionshape_h
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#define _physicsdynamicmeshcollisionshape_h
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#include "Physics/meshcollisionshape.h"
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class
btGImpactMeshShape;
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namespace
Mezzanine
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{
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namespace
Physics
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{
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///////////////////////////////////////////////////////////////////////////////
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/// @class DynamicMeshCollisionShape
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/// @headerfile collisionshape.h
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/// @brief A triangle mesh collsion shape based on a graphics mesh.
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/// @details As the name suggests, this is a TriMesh shape intended for dynamic objects. This
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/// can be used with static objects, but using the StaticMeshCollisionShape class instead will
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/// yeild much better performance. @n @n
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/// In general, this collision shape will provide "pixel-perfect" collisions, but this comes at
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/// a steep performance cost. You can't have too many objects with this kind of shape before
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/// running into noticable performance drops. This class should be avoided in real-time applications
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/// if at all possible. Primitives provide much better performance.
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///////////////////////////////////////
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class
MEZZ_LIB
DynamicMeshCollisionShape
:
public
MeshCollisionShape
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{
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protected
:
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btGImpactMeshShape* GImpactShape;
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public
:
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/// @internal
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/// @brief Internal Constructor.
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/// @param Name The name of this Shape.
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/// @param BulletShape The internal shape this shape is based on.
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DynamicMeshCollisionShape
(
const
String
& Name, btGImpactMeshShape* BulletShape);
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/// @brief Class Destructor.
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virtual
~
DynamicMeshCollisionShape
();
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/// @copydoc CollisionShape::GetType()
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virtual
CollisionShape::ShapeType
GetType()
const
;
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};
//DynamicMeshCollisionShape
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}
//Physics
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}
//Mezzanine
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/// @copydoc operator << (std::ostream& stream, const Mezzanine::Physics::CollisionShape& ShapeToSerialize)
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std::ostream&
MEZZ_LIB
operator << (std::ostream& stream,
const
Mezzanine::Physics::DynamicMeshCollisionShape
& ShapeToSerialize);
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/// @copydoc operator >> (std::istream& stream, Mezzanine::Physics::CollisionShape& x)
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std::istream&
MEZZ_LIB
operator >> (std::istream& stream,
Mezzanine::Physics::DynamicMeshCollisionShape
& x);
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/// @copydoc operator >> (const Mezzanine::XML::Node& OneNode, Mezzanine::Physics::CollisionShape& x)
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void
MEZZ_LIB
operator >> (
const
Mezzanine::XML::Node
& OneNode,
Mezzanine::Physics::DynamicMeshCollisionShape
& x);
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#endif
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