refactoring of TriangleMeshShape, introduced ConcaveShape, which allows for StaticPlaneShape and future landscape/heightfield shape
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51
Bullet/CollisionShapes/ConcaveShape.h
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51
Bullet/CollisionShapes/ConcaveShape.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 CONCAVE_SHAPE_H
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#define CONCAVE_SHAPE_H
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#include "CollisionShapes/CollisionShape.h"
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#include "BroadphaseCollision/BroadphaseProxy.h" // for the types
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#include "TriangleCallback.h"
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///Concave shape proves an interface concave shapes that can produce triangles that overlapping a given AABB.
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///Static triangle mesh, infinite plane, height field/landscapes are example that implement this interface.
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class ConcaveShape : public CollisionShape
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{
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protected:
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float m_collisionMargin;
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public:
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ConcaveShape();
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virtual ~ConcaveShape();
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virtual void ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const = 0;
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virtual float GetMargin() const {
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return m_collisionMargin;
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}
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virtual void SetMargin(float collisionMargin)
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{
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m_collisionMargin = collisionMargin;
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}
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};
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#endif //CONCAVE_SHAPE_H
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