forked from bartvdbraak/blender
af9573e9ea
- Changed license from MIT to ZLib. - Added 3D Sweep and Prune contribution - More stable native constraint solver Sorry for any inconvenience caused by this checkin. All Blender buildsystems require update: added files and moved files.
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CONVEX_TRIANGLE_CALLBACK_H
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#define CONVEX_TRIANGLE_CALLBACK_H
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#include "TriangleCallback.h"
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class ConvexShape;
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class PersistentManifold;
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#include "SimdTransform.h"
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///ConvexTriangleCallback processes the narrowphase convex-triangle collision detection
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class ConvexTriangleCallback: public TriangleCallback
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{
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SimdVector3 m_aabbMin;
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SimdVector3 m_aabbMax ;
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SimdTransform m_triangleMeshTransform;
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SimdTransform m_convexTransform;
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// bool m_useContinuous;
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float m_collisionMarginTriangle;
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public:
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int m_triangleCount;
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ConvexShape* m_convexShape;
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PersistentManifold* m_manifoldPtr;
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ConvexTriangleCallback(PersistentManifold* manifold,ConvexShape* convexShape,const SimdTransform&convexTransform,const SimdTransform& triangleMeshTransform);
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void Update(float collisionMarginTriangle);
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virtual ~ConvexTriangleCallback();
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virtual void ProcessTriangle(SimdVector3* triangle);
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void ClearCache();
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inline const SimdVector3& GetAabbMin() const
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{
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return m_aabbMin;
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}
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inline const SimdVector3& GetAabbMax() const
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{
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return m_aabbMax;
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}
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};
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#endif //CONVEX_TRIANGLE_CALLBACK_H
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