// Copyright 2020-2022 The Defold Foundation // Copyright 2014-2020 King // Copyright 2009-2014 Ragnar Svensson, Christian Murray // Licensed under the Defold License version 1.0 (the "License"); you may not use // this file except in compliance with the License. // // You may obtain a copy of the License, together with FAQs at // https://www.defold.com/license // // Unless required by applicable law or agreed to in writing, software distributed // under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR // CONDITIONS OF ANY KIND, either express or implied. See the License for the // specific language governing permissions and limitations under the License. #ifndef DMSDK_GAMESYS_RES_COLLISION_OBJECT_H #define DMSDK_GAMESYS_RES_COLLISION_OBJECT_H #include #include #include namespace dmPhysics { typedef void* HCollisionShape3D; typedef void* HCollisionShape2D; } namespace dmGameSystem { struct TileGridResource; struct CollisionObjectResource { CollisionObjectResource(); uint64_t m_Mask[16]; uint64_t m_Group; TileGridResource* m_TileGridResource; dmPhysics::HCollisionShape3D* m_Shapes3D; dmPhysics::HCollisionShape2D* m_Shapes2D; dmVMath::Vector3* m_ShapeTranslation; dmVMath::Quat* m_ShapeRotation; uint32_t m_TileGridShapeCount; uint32_t m_ShapeCount : 31; uint32_t m_TileGrid : 1; dmPhysicsDDF::CollisionObjectDesc* m_DDF; }; } #endif