/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYPHYSICS_VOXELBV_H #define CRYINCLUDE_CRYPHYSICS_VOXELBV_H #pragma once #if ENABLE_CRY_PHYSICS class CVoxelBV : public CBVTree { public: CVoxelBV() { m_nTris = 0; } virtual ~CVoxelBV() {} virtual int GetType() { return BVT_VOXEL; } float Build(CGeometry* pGeom) { m_pMesh = (CTriMesh*)pGeom; return 0; } virtual void GetBBox(box* pbox); virtual int MaxPrimsInNode() { return m_nTris; } virtual int PrepareForIntersectionTest(geometry_under_test* pGTest, CGeometry* pCollider, geometry_under_test* pGTestColl); virtual void CleanupAfterIntersectionTest(geometry_under_test* pGTest); virtual void GetNodeBV(BV*& pBV, int iNode = 0, int iCaller = 0); virtual void GetNodeBV(BV*& pBV, const Vec3& sweepdir, float sweepstep, int iNode = 0, int iCaller = 0) { GetNodeBV(pBV); } virtual void GetNodeBV(const Matrix33& Rw, const Vec3& offsw, float scalew, BV*& pBV, int iNode = 0, int iCaller = 0); virtual void GetNodeBV(const Matrix33& Rw, const Vec3& offsw, float scalew, BV*& pBV, const Vec3& sweepdir, float sweepstep, int iNode = 0, int iCaller = 0) { GetNodeBV(Rw, offsw, scalew, pBV, 0, iCaller); } virtual int GetNodeContents(int iNode, BV* pBVCollider, int bColliderUsed, int bColliderLocal, geometry_under_test* pGTest, geometry_under_test* pGTestOp); virtual void MarkUsedTriangle(int itri, geometry_under_test* pGTest); virtual void ResetCollisionArea() { m_iBBox[0].zero(); m_iBBox[1] = m_pgrid->size; } CTriMesh* m_pMesh; voxelgrid* m_pgrid; Vec3i m_iBBox[2]; int m_nTris; }; #endif // ENABLE_CRY_PHYSICS #endif // CRYINCLUDE_CRYPHYSICS_VOXELBV_H