blender/extern/bullet/Bullet/CollisionShapes/SphereShape.h
Erwin Coumans 6f3e593105 more graphics patches from Snailrose,
remove constraint fixed,
Bullet timestep now subdivides Blender game engine timestep, so it runs 60 hertz,
SphereShape reverted to old style, so no support for non-uniform scaled spheres for now,
2006-01-15 11:34:55 +00:00

59 lines
1.6 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef SPHERE_MINKOWSKI_H
#define SPHERE_MINKOWSKI_H
#include "ConvexShape.h"
#include "BroadphaseCollision/BroadphaseProxy.h" // for the types
///SphereShape implements an implicit (getSupportingVertex) Sphere
class SphereShape : public ConvexShape
{
SimdScalar m_radius;
public:
SphereShape (SimdScalar radius);
virtual SimdVector3 LocalGetSupportingVertex(const SimdVector3& vec)const;
virtual SimdVector3 LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec)const;
virtual void CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);
virtual void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;
virtual int GetShapeType() const { return SPHERE_SHAPE_PROXYTYPE; }
SimdScalar GetRadius() { return m_radius;}
//debugging
virtual char* GetName()const {return "SPHERE";}
virtual void SetMargin(float margin)
{
ConvexShape::SetMargin(margin);
}
virtual float GetMargin() const
{
//to improve gjk behaviour, use radius+margin as the full margin, so never get into the penetration case
//this means, non-uniform scaling is not supported anymore
return m_localScaling[0] * m_radius + ConvexShape::GetMargin();
}
};
#endif //SPHERE_MINKOWSKI_H