Added convex cast query to collision world.

Thanks to John McCutchan (JMC)
This commit is contained in:
ejcoumans
2007-12-06 00:51:24 +00:00
parent d2973ed48a
commit 1245995c84
9 changed files with 497 additions and 121 deletions

View File

@@ -28,7 +28,7 @@ ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
btOptimizedBvh* m_bvh;
bool m_useQuantizedAabbCompression;
bool m_ownsBvh;
bool m_ownsBvh;
bool m_pad[11];////need padding due to alignment
public:
@@ -53,6 +53,7 @@ public:
void performRaycast (btTriangleRaycastCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
void performConvexcast (btTriangleConvexcastCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax);
virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;