First stage in refactoring Bullet: moved Bullet Collision and Dynamics and LinearMath into src folder, and all files in Collision Detection and Dynamics have bt prefix.
Made all buildsystems to work again (jam, msvc, cmake)
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src/BulletCollision/CollisionDispatch/btManifoldResult.h
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src/BulletCollision/CollisionDispatch/btManifoldResult.h
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/*
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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 MANIFOLD_RESULT_H
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#define MANIFOLD_RESULT_H
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#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
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struct CollisionObject;
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class PersistentManifold;
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class ManifoldPoint;
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typedef bool (*ContactAddedCallback)(ManifoldPoint& cp, const CollisionObject* colObj0,int partId0,int index0,const CollisionObject* colObj1,int partId1,int index1);
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extern ContactAddedCallback gContactAddedCallback;
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///ManifoldResult is a helper class to manage contact results.
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class ManifoldResult : public DiscreteCollisionDetectorInterface::Result
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{
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PersistentManifold* m_manifoldPtr;
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CollisionObject* m_body0;
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CollisionObject* m_body1;
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int m_partId0;
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int m_partId1;
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int m_index0;
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int m_index1;
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public:
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ManifoldResult(CollisionObject* body0,CollisionObject* body1,PersistentManifold* manifoldPtr);
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virtual ~ManifoldResult() {};
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virtual void SetShapeIdentifiers(int partId0,int index0, int partId1,int index1)
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{
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m_partId0=partId0;
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m_partId1=partId1;
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m_index0=index0;
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m_index1=index1;
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}
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virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth);
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};
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#endif //MANIFOLD_RESULT_H
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