Bullet Collision Detection & Physics Library
SphereTriangleDetector.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #ifndef BT_SPHERE_TRIANGLE_DETECTOR_H
17 #define BT_SPHERE_TRIANGLE_DETECTOR_H
18 
20 
21 
22 
23 class btSphereShape;
24 class btTriangleShape;
25 
26 
27 
30 {
31  virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults=false);
32 
33  SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle, btScalar contactBreakingThreshold);
34 
36 
37  bool collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold);
38 
39 private:
40 
41 
42  bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p );
43  bool facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal);
44 
48 
49 };
50 #endif //BT_SPHERE_TRIANGLE_DETECTOR_H
51 
The btSphereShape implements an implicit sphere, centered around a local origin with radius...
Definition: btSphereShape.h:22
bool facecontains(const btVector3 &p, const btVector3 *vertices, btVector3 &normal)
virtual void getClosestPoints(const ClosestPointInput &input, Result &output, class btIDebugDraw *debugDraw, bool swapResults=false)
#define output
bool collide(const btVector3 &sphereCenter, btVector3 &point, btVector3 &resultNormal, btScalar &depth, btScalar &timeOfImpact, btScalar contactBreakingThreshold)
SphereTriangleDetector(btSphereShape *sphere, btTriangleShape *triangle, btScalar contactBreakingThreshold)
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:29
bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p)
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
This interface is made to be used by an iterative approach to do TimeOfImpact calculations This inter...
sphere-triangle to match the btDiscreteCollisionDetectorInterface
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292