/* Copyright (c) <2003-2011> <Julio Jerez, Newton Game Dynamics>
* 
* 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.
*/

#if !defined(AFX_DGCOLLISIONELLIPSE_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_)
#define AFX_DGCOLLISIONELLIPSE_H__4969D514_69A9_4D96_82B2_E5B0EA3D413F__INCLUDED_



#include "dgCollisionSphere.h"


class dgCollisionEllipse: public dgCollisionSphere
{
	public:
	dgCollisionEllipse(dgMemoryAllocator* const allocator, dgUnsigned32 signature, dgFloat32 rx, dgFloat32 ry, dgFloat32 rz, const dgMatrix& offsetMatrix);
	dgCollisionEllipse(dgWorld* const world, dgDeserialize deserialization, void* const userData);
	virtual ~dgCollisionEllipse();


	protected:
	virtual dgVector SupportVertex (const dgVector& dir) const;
	virtual dgVector SupportVertexSimd (const dgVector& dir) const;

	virtual void CalcAABB (const dgMatrix &matrix, dgVector& p0, dgVector& p1) const;
	virtual void CalcAABBSimd (const dgMatrix &matrix, dgVector& p0, dgVector& p1) const;
//	virtual void DebugCollision (const dgBody& myBody, DebugCollisionMeshCallback callback) const;
	virtual void DebugCollision (const dgMatrix& matrix, OnDebugCollisionMeshCallback callback, void* const userData) const;
	virtual dgFloat32 RayCast (const dgVector& localP0, const dgVector& localP1, dgContactPoint& contactOut, OnRayPrecastAction preFilter, const dgBody* const body, void* const userData) const;
	virtual dgFloat32 RayCastSimd (const dgVector& localP0, const dgVector& localP1, dgContactPoint& contactOut, OnRayPrecastAction preFilter, const dgBody* const body, void* const userData) const;
	
	private:
	virtual dgInt32 CalculateSignature () const;
	virtual void SetCollisionBBox (const dgVector& p0, const dgVector& p1);
	virtual dgFloat32 CalculateMassProperties (dgVector& inertia, dgVector& crossInertia, dgVector& centerOfMass) const;

	virtual dgInt32 CalculatePlaneIntersection (const dgVector& normal, const dgVector& point, dgVector* const contactsOut) const;
	virtual dgInt32 CalculatePlaneIntersectionSimd (const dgVector& normal, const dgVector& point, dgVector* const contactsOut) const;

	virtual void GetCollisionInfo(dgCollisionInfo* info) const;
	virtual void Serialize(dgSerialize callback, void* const userData) const;

	dgVector m_scale;
	dgVector m_invScale;

	friend class dgWorld;
};


#endif 

