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.
80 lines
2.2 KiB
C++
80 lines
2.2 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 EMPTY_SHAPE_H
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#define EMPTY_SHAPE_H
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#include "CollisionShape.h"
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#include "SimdVector3.h"
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#include "SimdTransform.h"
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#include "SimdMatrix3x3.h"
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#include <vector>
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#include "CollisionShapes/CollisionMargin.h"
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/// EmptyShape is a collision shape without actual collision detection. It can be replaced by another shape during runtime
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class EmptyShape : public CollisionShape
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{
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public:
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EmptyShape();
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virtual ~EmptyShape();
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///GetAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
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void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;
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virtual void setLocalScaling(const SimdVector3& scaling)
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{
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m_localScaling = scaling;
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}
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virtual const SimdVector3& getLocalScaling() const
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{
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return m_localScaling;
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}
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virtual void CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);
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virtual int GetShapeType() const { return EMPTY_SHAPE_PROXYTYPE;}
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virtual void SetMargin(float margin)
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{
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m_collisionMargin = margin;
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}
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virtual float GetMargin() const
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{
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return m_collisionMargin;
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}
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virtual char* GetName()const
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{
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return "Empty";
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}
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private:
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SimdScalar m_collisionMargin;
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protected:
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SimdVector3 m_localScaling;
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};
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#endif //EMPTY_SHAPE_H
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