/usr/include/libwildmagic/Wm5CollisionGroup.h is in libwildmagic-dev 5.13-1+b2.
This file is owned by root:root, with mode 0o644.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#ifndef WM5COLLISIONGROUP_H
#define WM5COLLISIONGROUP_H
#include "Wm5PhysicsLIB.h"
#include "Wm5CollisionRecord.h"
// Class Mesh must have the following functions in its interface.
// int GetNumVertices () const;
// Float3 GetPosition (int i) const;
// int GetNumTriangles () const;
// bool GetTriangle (int triangle, int& i0, int& i1, int& i2) const;
// bool GetModelTriangle (int triangle, APoint* modelTriangle) const;
// bool GetWorldTriangle (int triangle, APoint* worldTriangle) const;
// const Transform& GetWorldTransform () const;
//
// Class Bound must have the following functions in its interface.
// Bound (); // default constructor
// void ComputeFromData (int numElements, int stride, const char* data);
// void TransformBy (const Transform& transform, Bound& bound) const;
// bool TestIntersection (const Bound& bound) const;
// bool TestIntersection (const Bound& bound, float tmax,
// const AVector& velocity0, const AVector& velocity1) const;
namespace Wm5
{
template <class Mesh, class Bound>
class CollisionGroup
{
public:
CollisionGroup ();
~CollisionGroup ();
// CollisionGroup assumes responsibility for deleting the collision
// records, so the input records should be dynamically allocated.
bool Add (CollisionRecord<Mesh,Bound>* record);
bool Remove (CollisionRecord<Mesh,Bound>* record);
// Intersection queries. If two objects in the group collide, the
// corresponding records process the information accordingly.
// The objects are assumed to be stationary (velocities are ignored) and
// all pairs of objects are compared.
void TestIntersection ();
void FindIntersection ();
// The objects are assumed to be moving. Objects are compared when at
// least one of them has a velocity vector associated with it (that
// vector is allowed to be the zero vector).
void TestIntersection (float tmax);
void FindIntersection (float tmax);
// The CollisionRecord callback function is executed for each pair of
// intersecting triangles. The Intersector<float,Vector3f> used in the
// collision system is passed to the application via the callback. The
// following information is available from the intersector.
//
// TestIntersection() calls:
// int type = intersector.GetIntersectionType();
// <type is IT_OTHER for nonparallel triangles>;
// <type is IT_PLANE for parallel triangles>;
//
// FindIntersection() calls:
// int type = intersector.GetIntersectionType();
// <type is IT_POINT for a single point of intersection>;
// <type is IT_SEGMENT for a segment of intersection points>;
// <type is IT_PLANE for a polygon of intersection points>;
// int numPoints = intersector.GetQuantity();
// Vector3f point = intersector.GetPoint(i); // 0 <= i < numPoints
//
// TestIntersection(tmax) calls:
// float contactTime = intersector.GetContactTime(); // in [0,tmax]
// int type = intersector.GetIntersectionType();
// <type is IT_OTHER for nonparallel triangles>;
// <type is IT_PLANE for parallel triangles>;
//
// FindIntersection(tmax) calls:
// float contactTime = intersector.GetContactTime(); // in [0,tmax]
// int type = intersector.GetIntersectionType();
// <type is IT_POINT for a single point of intersection>;
// <type is IT_SEGMENT for a segment of intersection points>;
// <type is IT_PLANE for a polygon of intersection points>;
// int numPoints = intersector.GetQuantity();
// Vector3f point = intersector.GetPoint(i); // 0 <= i < numPoints
protected:
typedef CollisionRecord<Mesh,Bound>* CollisionRecordPtr;
std::vector<CollisionRecordPtr> mRecords;
};
#include "Wm5CollisionGroup.inl"
}
#endif
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