blender/extern/bullet/Bullet/NarrowPhaseCollision/RaycastCallback.h
Erwin Coumans ede20c166a - Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
2006-05-11 17:58:23 +00:00

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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.
*/
#ifndef RAYCAST_TRI_CALLBACK_H
#define RAYCAST_TRI_CALLBACK_H
#include "CollisionShapes/TriangleCallback.h"
struct BroadphaseProxy;
class TriangleRaycastCallback: public TriangleCallback
{
public:
//input
SimdVector3 m_from;
SimdVector3 m_to;
float m_hitFraction;
TriangleRaycastCallback(const SimdVector3& from,const SimdVector3& to);
virtual void ProcessTriangle(SimdVector3* triangle, int partId, int triangleIndex);
virtual float ReportHit(const SimdVector3& hitNormalLocal, float hitFraction, int partId, int triangleIndex ) = 0;
};
#endif //RAYCAST_TRI_CALLBACK_H