/* Copyright (c) 2015 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #ifndef __CollisionStaticTrimesh_H__ #define __CollisionStaticTrimesh_H__ #ifdef __cplusplus extern "C" { #endif typedef struct CollisionStaticTrimesh CollisionStaticTrimesh; #define CollisionStaticTrimesh_superclass CollisionObject #include "collision/CollisionObject.h" #include "gamemath/Vector3x.h" #include "gamemath/Quaternionx.h" struct trimeshVertex { Vector3x position; Vector3x normal; bool convex; }; // Only convex edges are stored struct trimeshConvexEdge { unsigned int vertexIndexes[2]; Vector3x normal; Vector3x triangleNormals[2]; Quaternionx planarTransform; fixed16_16 length; }; struct trimeshTriangle { unsigned int vertexIndexes[3]; unsigned int connectedTriangleIndexes[3]; Vector3x normal; }; #define CollisionStaticTrimesh_ivars \ CollisionObject_ivars \ \ struct trimeshVertex * vertices; \ unsigned int vertexCount; \ struct trimeshConvexEdge * edges; \ unsigned int edgeCount; \ struct trimeshTriangle * triangles; \ unsigned int triangleCount; \ Box6x bounds; #define CollisionStaticTrimesh_vtable(self_type) \ CollisionObject_vtable(self_type) stemobject_declare(CollisionStaticTrimesh) // vertices is interpreted like GL_TRIANGLES; no implicit sharing between triangles takes place. To share, use CollisionStaticTrimesh_createWithIndexes. CollisionStaticTrimesh * CollisionStaticTrimesh_create(void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, const Vector3x * vertices, unsigned int vertexCount); bool CollisionStaticTrimesh_init(CollisionStaticTrimesh * self, void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, const Vector3x * vertices, unsigned int vertexCount); // indexes is interpreted like GL_TRIANGLES; no implicit index sharing between triangles takes place. Multiple triangles can index the same vertices. CollisionStaticTrimesh * CollisionStaticTrimesh_createWithIndexes(void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, const Vector3x * vertices, const unsigned int * indexes, unsigned int indexCount); bool CollisionStaticTrimesh_initWithIndexes(CollisionStaticTrimesh * self, void * owner, CollisionObject_collisionCallback collisionCallback, CollisionObject_overlapCallback overlapCallback, const Vector3x * vertices, const unsigned int * indexes, unsigned int indexCount); void CollisionStaticTrimesh_dispose(CollisionStaticTrimesh * self); CollisionObject_shapeType CollisionStaticTrimesh_getShapeType(CollisionStaticTrimesh * self); bool CollisionStaticTrimesh_isStationary(CollisionStaticTrimesh * self); Box6x CollisionStaticTrimesh_getCollisionBounds(CollisionStaticTrimesh * self); #ifdef __cplusplus } #endif #endif