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)
This commit is contained in:
ejcoumans
2006-09-25 08:58:57 +00:00
parent 86f5b09623
commit 0e04cfc806
398 changed files with 4135 additions and 7019 deletions

View File

@@ -0,0 +1,71 @@
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef EMPTY_SHAPE_H
#define EMPTY_SHAPE_H
#include "btConcaveShape.h"
#include "LinearMath/SimdVector3.h"
#include "LinearMath/SimdTransform.h"
#include "LinearMath/SimdMatrix3x3.h"
#include <vector>
#include "BulletCollision/CollisionShapes/btCollisionMargin.h"
/// EmptyShape is a collision shape without actual collision detection.
///It can be replaced by another shape during runtime
class EmptyShape : public ConcaveShape
{
public:
EmptyShape();
virtual ~EmptyShape();
///GetAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;
virtual void setLocalScaling(const SimdVector3& scaling)
{
m_localScaling = scaling;
}
virtual const SimdVector3& getLocalScaling() const
{
return m_localScaling;
}
virtual void CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);
virtual int GetShapeType() const { return EMPTY_SHAPE_PROXYTYPE;}
virtual char* GetName()const
{
return "Empty";
}
protected:
SimdVector3 m_localScaling;
};
#endif //EMPTY_SHAPE_H