?? ogrecapsulemeshcollisionshape.h
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///////////////////////////////////////////////////////////////////////////////
/// @file OgreCapsule.h
/// @brief This class represents a CapsuleMeshCollisionShape, which is defined by 2 endpoints and a radius.
/// You can interpret it as a sphere that is sweept along a line.
///
/// @author The OgreOpcode Team
///
///////////////////////////////////////////////////////////////////////////////
///
/// This file is part of OgreOpcode.
///
/// A lot of the code is based on the Nebula Opcode Collision module, see docs/Nebula_license.txt
///
/// OgreOpcode is free software; you can redistribute it and/or
/// modify it under the terms of the GNU Lesser General Public
/// License as published by the Free Software Foundation; either
/// version 2.1 of the License, or (at your option) any later version.
///
/// OgreOpcode is distributed in the hope that it will be useful,
/// but WITHOUT ANY WARRANTY; without even the implied warranty of
/// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
/// Lesser General Public License for more details.
///
/// You should have received a copy of the GNU Lesser General Public
/// License along with OgreOpcode; if not, write to the Free Software
/// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
///
///////////////////////////////////////////////////////////////////////////////
#ifndef __OgreOpcodeCapsule_h__
#define __OgreOpcodeCapsule_h__
#include "OgreOpcodeLine.h"
#include "OgreOpcodeExports.h"
# include <Ogre.h>
#include "IOgreCollisionShape.h"
#include "OgreCollisionTypes.h"
#include "OgreOpcodeDebugObject.h"
#include "Opcode/Opcode.h"
namespace OgreOpcode
{
/// Represents a CapsuleMeshCollisionShape defined by 2 endpoints and a radius
/// TODO: add methods to this capsule.
class _OgreOpcode_Export CapsuleMeshCollisionShape : public ICollisionShape
{
public:
/// Constructs a SphereMeshCollisionShape
CapsuleMeshCollisionShape(const Ogre::String& name);
virtual ~CapsuleMeshCollisionShape();
/** Default constructor: degenerated as an unitary sphere at origin
*/
/* CapsuleMeshCollisionShape():start(),end(),radius(1.0)
{
}
*/
/// load collide geometry from mesh, and build a collision tree
virtual bool load(const Ogre::String& name, Ogre::SceneNode* scnNode, const float radius, const float height, const int nRings = 16, const int nSegments = 16);
/// Retrieve current vertex data from mesh and refit collision tree.
/// This is an O(n) operation in the number of vertices in the mesh.
virtual bool refit();
/** Copy-constructor
*/
/* CapsuleMeshCollisionShape(const CapsuleMeshCollisionShape& c):start(c.start),end(c.end),radius(c.radius)
{
}
*/
/** Complete constructor
*/
/* CapsuleMeshCollisionShape(const Ogre::Vector3& s, const Ogre::Vector3& e, Ogre::Real r ):start(s),end(e),radius(r)
{
}
*/
/** Complete, headache constructor
*/
/* CapsuleMeshCollisionShape( Ogre::Real sx, Ogre::Real sy, Ogre::Real sz,
Ogre::Real ex, Ogre::Real ey, Ogre::Real ez,
Ogre::Real r
):start(sx,sy,sz),end(ex,ey,ez),radius(r)
{
}
/// Gets the length of this line segment
Ogre::Real length() const { return (start - end).length(); }
/// Gets the squared length of this line segment
Ogre::Real length2() const { return (start - end).squaredLength(); }
/// Gets the surface area of this capsule
Ogre::Real area() const
{
return Ogre::Math::TWO_PI*radius*(2.0*radius + length() );
}
/// Gets the volume are this capsule
Ogre::Real volume() const
{
return Ogre::Math::PI*radius*radius*( 1.333333333333333*length() );
}
*/
// --------------------------------------------------------------------
// intersection tests
/** Does this capsule contain the given point?
*/
// bool contains( const Ogre::Vector3& point ) const;
/** Tests intersection between this capsule and the given Axis-Aligned
* Bounding Box
*/
// bool intersects( const Aabb& aabb ) const;
/** Tests intersection between this capsule and the given sphere
*/
// bool intersects( const sphere& s ) const;
/** Tests intersection between this capsule and the given Oriented Bounding Box
*/
// bool intersects( const OrientedBox& obb ) const;
/** Tests intersection between this capsule and the given one
*/
// bool intersects( const CapsuleMeshCollisionShape& cap ) const;
/** The start point of this capsule.
*/
// Ogre::Vector3 start;
/** The end point of this capsule.
*/
// Ogre::Vector3 end;
/** The radius of this capsule.
*/
// Ogre::Real radius;
protected:
/// Reload the collision geometry from mesh, rebuild collision tree from scratch.
/// Potentially very slow. Only necessary if the mesh has drastically changed,
/// like topology changing deformations, or a change in the number of tris.
/// In most cases RefitToMesh() is sufficient, and much faster.
/// Under usual circumstances there is no need to call this method.
virtual bool rebuild();
/// Refits the collision tree to the currently cached vertex data.
/// This is an O(n) operation in the number of vertices in the mesh.
/// This is an advanced method. It assumes that the user is manually
/// updating both the SphereMeshCollisionShape's cached data and the actual mesh
/// hardware buffers. Mostly useful for implementing something like
/// deformable body physics.
virtual bool _refitToCachedData();
/// rebuild collision tree from scratch using currently cached vertex data
/// This is potentially quite slow. Only necessary if the mesh has drastically changed,
/// like topology changing deformations, or a change in the number of tris.
/// In most cases _RefitToCachedGeometry() is sufficient, and much faster.
/// This is an advanced method. It assumes that the user is manually
/// updating both the SphereMeshCollisionShape's cached data and the actual mesh
/// hardware buffers. Mostly useful for implementing something like
/// deformable body physics.
virtual bool _rebuildFromCachedData();
private:
Ogre::Entity* mEntity;
void createCapsule(const std::string& strName, const float radius, const float height, const int nRings = 16, const int nSegments = 16);
/// Count up the total number of vertices and indices in the Ogre mesh
void countIndicesAndVertices(Ogre::Entity * entity, size_t & index_count, size_t & vertex_count);
/// Convert ogre Mesh to simple float and int arrays
void convertMeshData(Ogre::Entity * entity, float * vertexData, size_t vertex_count, size_t * faceData=0, size_t index_count=0);
/// prevent default construction
CapsuleMeshCollisionShape();
};
}
#endif
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