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boxcollisionshape.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation, either version 3 of the License, or
7  (at your option) any later version.
8 
9  The Mezzanine Engine is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  GNU General Public License for more details.
13 
14  You should have received a copy of the GNU General Public License
15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
22 
23  However there are some practical restrictions, so if your project involves
24  any of the following you should contact us and we will try to work something
25  out:
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31  your distribution
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33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
35  you have any questions.
36 
37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _physicsboxcollisionshape_h
41 #define _physicsboxcollisionshape_h
42 
43 #include <datatypes.h>
44 
45 #include "Physics/primitivecollisionshape.h"
46 
47 class btBoxShape;
48 
49 namespace Mezzanine
50 {
51  namespace Physics
52  {
53  ///////////////////////////////////////////////////////////////////////////////
54  /// @class BoxCollisionShape
55  /// @headerfile collisionshape.h
56  /// @brief A box physics shape.
57  /// @details This is exactly what it sounds like. A primitive shape of a box that is constructed
58  /// by it's half extents. Half extents can't be negative, but otherwise can be any value. The margin
59  /// value is subtracted from the total size rather than added for this shape.
60  /// @warning This does not fully implement ProtoDeSerialize, this must be deserialized with the Appropriate Deserializer.
61  ///////////////////////////////////////
63  {
64  public:
65  /// @brief Class Constructor.
66  /// @param Name The name of this shape.
67  /// @param HalfExtents A vector3 representing half the shapes size on each axis.
68  BoxCollisionShape(const String& Name, const Vector3& HalfExtents);
69  /// @internal
70  /// @brief Internal Constructor.
71  /// @param Name The name of this shape.
72  /// @param BulletShape The internal shape this shape is based on.
73  BoxCollisionShape(const String& Name, btBoxShape* BulletShape);
74 
75  /// @brief DeSerializing Constructor
76  /// @param OneNode The node to use for constructing this shape
78 
79  /// @brief Class Destructor.
80  virtual ~BoxCollisionShape();
81  /// @brief Gets the half extents used to construct this box.
82  /// @return Returns a vector3 containing the half extents of this box, with no scaling or margin (Original value).
83  virtual Vector3 GetCleanHalfExtents() const;
84  /// @brief Gets the current half extents used in collision checking.
85  /// @return Returns a vector3 containing the half extents of this box, with scaling applied, minus the size of the margin(Original value * Scaling - margin).
86  virtual Vector3 GetHalfExtents() const;
87  /// @brief Gets the half extents with padding, this is the size the shape will appear to be.
88  /// @return Returns a vector3 containing the half extents, with scaling applied, with the margin added to each axis (Original value * Scaling).
89  virtual Vector3 GetHalfExtentsWithMargin() const;
90  /// @brief Checks to see if a point in local space is inside this shape.
91  /// @return Returns a Boole indicating whether or not the specified point is inside the shape.
92  /// @param Location The specified point to perform the check.
93  /// @param Tolerance The amount of leeway to give in the check. If the distance from the
94  /// specified point is equal or less then the Tolerance provided then this will return true.
95  virtual Boole IsInside(const Vector3& Location, const Real& Tolerance) const;
96  /// @copydoc CollisionShape::GetType()
97  virtual CollisionShape::ShapeType GetType() const;
98  /// @copydoc CollisionShape::GetBulletShape
99  virtual btBoxShape* GetBulletBoxShape() const;
100 
101  // Serializable
102  /// @copydoc CollisionShape::GetBulletShape
103  virtual void ProtoSerialize(XML::Node& CurrentRoot) const;
104  /// @copydoc CollisionShape::GetBulletShape
105  virtual void ProtoDeSerialize(const XML::Node& OneNode);
106  /// @brief Get the name of the the XML tag this class will leave behind as its instances are serialized.
107  /// @return A string containing "BoxCollisionShape"
108  static String GetSerializableName();
109  };//BoxCollisionShape
110  }//Physics
111 }//Mezzanine
112 
113 #ifndef SWIG
114 /// @copydoc operator << (std::ostream& stream, const Mezzanine::Physics::CollisionShape& ShapeToSerialize)
115 std::ostream& MEZZ_LIB operator << (std::ostream& stream, const Mezzanine::Physics::BoxCollisionShape& ShapeToSerialize);
116 #endif
117 
118 
119 #endif
std::ostream & operator<<(std::ostream &stream, const Mezzanine::LinearInterpolator< T > &Lint)
Used to Serialize an Mezzanine::LinearInterpolator to a human readable stream.
Definition: interpolator.h:433
bool Boole
Generally acts a single bit, true or false.
Definition: datatypes.h:173
All the definitions for datatypes as well as some basic conversion functions are defined here...
float Real
A Datatype used to represent a real floating point number.
Definition: datatypes.h:141
A light-weight handle for manipulating nodes in DOM tree.
Definition: node.h:89
ShapeType
This enum describes what kind of shape you are currently working with.
This is the base class for all Primitive shapes.
This is used to represent a point in space, or a vector through space.
Definition: vector3.h:77
#define MEZZ_LIB
Some platforms require special decorations to denote what is exported/imported in a share library...
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
std::string String
A datatype used to a series of characters.
Definition: datatypes.h:159