Bullet Collision Detection & Physics Library
btDiscreteCollisionDetectorInterface.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 
17 #ifndef BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
18 #define BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
19 
20 #include "LinearMath/btTransform.h"
21 #include "LinearMath/btVector3.h"
22 
29 {
30 
31  struct Result
32  {
33 
34  virtual ~Result(){}
35 
37  virtual void setShapeIdentifiersA(int partId0,int index0)=0;
38  virtual void setShapeIdentifiersB(int partId1,int index1)=0;
39  virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)=0;
40  };
41 
43  {
45  :m_maximumDistanceSquared(btScalar(BT_LARGE_FLOAT))
46  {
47  }
48 
52  };
53 
55 
56  //
57  // give either closest points (distance > 0) or penetration (distance)
58  // the normal always points from B towards A
59  //
60  virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults=false) = 0;
61 
62 };
63 
65 {
68  btScalar m_distance; //negative means penetration !
69 
70  protected:
72  {
73  }
74 
75  public:
76  virtual ~btStorageResult() {};
77 
78  virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
79  {
80  if (depth < m_distance)
81  {
82  m_normalOnSurfaceB = normalOnBInWorld;
83  m_closestPointInB = pointInWorld;
84  m_distance = depth;
85  }
86  }
87 };
88 
89 #endif //BT_DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
90 
#define BT_LARGE_FLOAT
Definition: btScalar.h:294
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
virtual void getClosestPoints(const ClosestPointInput &input, Result &output, class btIDebugDraw *debugDraw, bool swapResults=false)=0
virtual void setShapeIdentifiersB(int partId1, int index1)=0
#define output
The btIDebugDraw interface class allows hooking up a debug renderer to visually debug simulations...
Definition: btIDebugDraw.h:29
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
The btTransform class supports rigid transforms with only translation and rotation and no scaling/she...
Definition: btTransform.h:34
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)=0
This interface is made to be used by an iterative approach to do TimeOfImpact calculations This inter...
virtual void setShapeIdentifiersA(int partId0, int index0)=0
setShapeIdentifiersA/B provides experimental support for per-triangle material / custom material comb...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292