hkpShapeCollectionFilter.h
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其他游戏
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Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_COLLIDE2_SHAPE_COLLECTION_FILTER_H
- #define HK_COLLIDE2_SHAPE_COLLECTION_FILTER_H
- #include <Physics/Collide/Shape/hkpShape.h>
- struct hkpCollisionInput;
- class hkpBvTreeShape;
- /// A filter which allows for filtering shapes against subshapes
- /// It is called when a shape encounters a shape collection. For each sub-shape of the shape collection that needs to be tested against the shape
- /// the filter is called.
- class hkpShapeCollectionFilter
- {
- public:
- HK_DECLARE_REFLECTION();
- /// See whether body A collides with a subshape of shapeCollection B
- /// "input" is the collision input used for the initial collide query
- /// "bodyA" is the cd body for the single shape
- /// "collectionBodyB" is the cd body for the bvTree shape *or* shape collection (if there's no bvTree shape)
- /// "containerShapeB" is (the container of) the shape collection of B
- /// "keyB" is the key needed to access the subshape of containerShapeB.
- /// You can get the child shape itself by calling containerShapeB->getChildShape( bKey, buffer );
- /// If you return true from this function, the system goes on to perform a collision check between "a" and the
- /// child shape of "collectionBodyB" given by "keyB".
- /// N.B. There are two possible 'gotchas' associated with implementing this method, both related to the logic
- /// of what should happen when a collection collides against another collection: Please read the comments in hkpGroupFilter
- /// very carefully to see how it deals with these problems.
- virtual hkBool isCollisionEnabled( const hkpCollisionInput& input, const hkpCdBody& bodyA, const hkpCdBody& collectionBodyB, const HK_SHAPE_CONTAINER& containerShapeB, hkpShapeKey keyB ) const = 0;
- /// See whether a subshape of bodyA collides with a subshape of bodyB.
- /// This method is analogical to
- /// virtual hkBool isCollisionEnabled( const hkpCollisionInput& input, const hkpCdBody& bodyA, const hkpCdBody& collectionBodyB, const HK_SHAPE_CONTAINER& containerShapeB, hkpShapeKey keyB ) const;
- virtual hkBool isCollisionEnabled( const hkpCollisionInput& input, const hkpCdBody& collectionBodyA, const hkpCdBody& collectionBodyB, const HK_SHAPE_CONTAINER& containerShapeA, const HK_SHAPE_CONTAINER& containerShapeB, hkpShapeKey keyA, hkpShapeKey keyB ) const = 0;
- /// This callback is triggered when a hkpBvTreeShape's aabb query returns more hkpShapeKey hits
- /// than can be fit into the default hits buffer (default: 4K).
- /// This function is meant to allow you to filter the returned keys, or perform a new aabbQuery
- /// and choose hkpShapeKeys hit from scratch.
- ///
- /// /param bvTreeShapeB The mopp bv tree shape. This shape must be the shape of bodyB.
- /// /param aabb Thee hkAabb used with the original aabb query.
- /// /param shapeKeysInOut Buffer containing the original keys, that should be overwritten with newly
- /// selected keys.
- /// /param shapeKeysCapacity Number of keys in the shapeKeysInOut buffer. It is equal to the number
- /// of hits returned by the original aabb query clipped to the buffer size.
- /// /return Number of hkpShapeKey hits to be used from the output shapeKeysInOut buffer.
- virtual int numShapeKeyHitsLimitBreached( const hkpCollisionInput& input,
- const hkpCdBody& bodyA, const hkpCdBody& bodyB,
- const hkpBvTreeShape* bvTreeShapeB, hkAabb& aabb,
- hkpShapeKey* shapeKeysInOut,
- int shapeKeysCapacity) const = 0;
- /// Virtual destructor for derived objects
- virtual ~hkpShapeCollectionFilter() { }
- };
- #endif //HK_COLLIDE2_SHAPE_COLLECTION_FILTER_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */