/* 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.
*/

#include "dgPhysicsStdafx.h"
#include "dgBody.h"
#include "dgContact.h"
#include "dgCollisionNull.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////




dgCollisionNull::dgCollisionNull(dgMemoryAllocator* const allocator, dgUnsigned32 signature)
	:dgCollisionConvex(allocator, signature, dgGetIdentityMatrix(), m_nullCollision) 
{
	m_rtti |= dgCollisionNull_RTTI;
}

dgCollisionNull::dgCollisionNull(dgWorld* const world, dgDeserialize deserialization, void* const userData)
	:dgCollisionConvex (world, deserialization, userData)
{
	m_rtti |= dgCollisionNull_RTTI;
}

void dgCollisionNull::Serialize(dgSerialize callback, void* const userData) const
{
	SerializeLow(callback, userData);
}

dgCollisionNull::~dgCollisionNull()
{
}

void dgCollisionNull::SetCollisionBBox (const dgVector& p0__, const dgVector& p1__)
{
	_ASSERTE (0);
}


void dgCollisionNull::DebugCollision (const dgMatrix& matrixPtr, OnDebugCollisionMeshCallback callback, void* const userData) const
{
}


dgInt32 dgCollisionNull::CalculateSignature () const
{
	return dgInt32 (GetSignature());
}

void dgCollisionNull::CalcAABB (const dgMatrix &matrix, dgVector &p0, dgVector &p1) const
{
	p0.m_x = matrix[3][0];
	p1.m_x = matrix[3][0];

	p0.m_y = matrix[3][1];
	p1.m_y = matrix[3][1];

	p0.m_z = matrix[3][2];
	p1.m_z = matrix[3][2];

	p0.m_w = 1.0f;
	p1.m_w = 1.0f;
}

void dgCollisionNull::CalcAABBSimd (const dgMatrix& matrix, dgVector& p0, dgVector& p1) const
{
	CalcAABB (matrix, p0, p1);
}

dgVector dgCollisionNull::SupportVertex (const dgVector& dir) const
{
	_ASSERTE (0);
	return dgVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
}

dgVector dgCollisionNull::SupportVertexSimd (const dgVector& dir) const
{
	_ASSERTE (0);
	return dgVector (dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f), dgFloat32 (0.0f));
}


dgFloat32 dgCollisionNull::GetVolume () const
{
	return 0.0f;
}

dgFloat32 dgCollisionNull::RayCast (const dgVector& localP0, const dgVector& localP1, dgContactPoint& contactOut, OnRayPrecastAction preFilter, const dgBody* const body, void* const userData) const
{
	return dgFloat32 (1.2f);
}

dgFloat32 dgCollisionNull::RayCastSimd (const dgVector& localP0, const dgVector& localP1, dgContactPoint& contactOut, OnRayPrecastAction preFilter, const dgBody* const body, void* const userData) const
{
	return dgFloat32 (1.2f);
}


dgVector dgCollisionNull::CalculateVolumeIntegral (const dgMatrix& matrix__, GetBuoyancyPlane buoyancuPlane__, void* context__) const
{
	_ASSERTE (0);
	return dgVector (0.0f, 0.0f, 0.0f, 0.0f);
}

void dgCollisionNull::CalculateInertia (dgVector& inertia, dgVector& origin) const
{
	inertia.m_x = dgFloat32 (0.0f);
	inertia.m_y = dgFloat32 (0.0f);
	inertia.m_z = dgFloat32 (0.0f);

	origin.m_x = dgFloat32 (0.0f);
	origin.m_y = dgFloat32 (0.0f);
	origin.m_z = dgFloat32 (0.0f);

}
