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.
85 lines
2.5 KiB
C++
85 lines
2.5 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 TRIANGLE_MESH_SHAPE_H
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#define TRIANGLE_MESH_SHAPE_H
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#include "CollisionShapes/CollisionShape.h"
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#include "BroadphaseCollision/BroadphaseProxy.h" // for the types
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#include "StridingMeshInterface.h"
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#include "TriangleCallback.h"
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///Concave triangle mesh. Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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class TriangleMeshShape : public CollisionShape
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{
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protected:
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StridingMeshInterface* m_meshInterface;
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SimdVector3 m_localAabbMin;
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SimdVector3 m_localAabbMax;
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float m_collisionMargin;
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public:
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TriangleMeshShape(StridingMeshInterface* meshInterface);
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virtual ~TriangleMeshShape();
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virtual SimdVector3 LocalGetSupportingVertex(const SimdVector3& vec) const;
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virtual SimdVector3 LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec)const
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{
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assert(0);
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return LocalGetSupportingVertex(vec);
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}
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void RecalcLocalAabb();
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virtual int GetShapeType() const
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{
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return TRIANGLE_MESH_SHAPE_PROXYTYPE;
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}
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virtual void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;
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virtual void ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
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virtual void CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);
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virtual void setLocalScaling(const SimdVector3& scaling);
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virtual const SimdVector3& getLocalScaling() const;
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//debugging
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virtual char* GetName()const {return "TRIANGLEMESH";}
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virtual float GetMargin() const {
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return m_collisionMargin;
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}
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virtual void SetMargin(float collisionMargin)
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{
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m_collisionMargin = collisionMargin;
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}
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};
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#endif //TRIANGLE_MESH_SHAPE_H
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