minor tweaks to demos: enable constraint debug drawing in AllBulletDemos, default constraint debugging size set to 0.3,
set svn:eol-style native for folder files http://code.google.com/p/bullet/issues/detail?id=191
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@@ -1,66 +1,66 @@
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/*
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Copyright (C) 2006, 2008 Sony Computer Entertainment Inc.
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All rights reserved.
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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 __BOXBOXDISTANCE_H__
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#define __BOXBOXDISTANCE_H__
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#include "Box.h"
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using namespace Vectormath::Aos;
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//---------------------------------------------------------------------------
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// boxBoxDistance:
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//
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// description:
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// this computes info that can be used for the collision response of two boxes. when the boxes
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// do not overlap, the points are set to the closest points of the boxes, and a positive
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// distance between them is returned. if the boxes do overlap, a negative distance is returned
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// and the points are set to two points that would touch after the boxes are translated apart.
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// the contact normal gives the direction to repel or separate the boxes when they touch or
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// overlap (it's being approximated here as one of the 15 "separating axis" directions).
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//
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// returns:
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// positive or negative distance between two boxes.
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//
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// args:
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// Vector3& normal: set to a unit contact normal pointing from box A to box B.
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//
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// BoxPoint& boxPointA, BoxPoint& boxPointB:
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// set to a closest point or point of penetration on each box.
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//
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// Box boxA, Box boxB:
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// boxes, represented as 3 half-widths
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//
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// const Transform3& transformA, const Transform3& transformB:
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// box transformations, in world coordinates
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//
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// float distanceThreshold:
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// the algorithm will exit early if it finds that the boxes are more distant than this
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// threshold, and not compute a contact normal or points. if this distance returned
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// exceeds the threshold, all the other output data may not have been computed. by
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// default, this is set to MAX_FLOAT so it will have no effect.
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//
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//---------------------------------------------------------------------------
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float
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boxBoxDistance(Vector3& normal, BoxPoint& boxPointA, BoxPoint& boxPointB,
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PE_REF(Box) boxA, const Transform3 & transformA, PE_REF(Box) boxB,
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const Transform3 & transformB,
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float distanceThreshold = FLT_MAX );
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#endif /* __BOXBOXDISTANCE_H__ */
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/*
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Copyright (C) 2006, 2008 Sony Computer Entertainment Inc.
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All rights reserved.
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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 __BOXBOXDISTANCE_H__
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#define __BOXBOXDISTANCE_H__
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#include "Box.h"
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using namespace Vectormath::Aos;
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//---------------------------------------------------------------------------
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// boxBoxDistance:
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//
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// description:
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// this computes info that can be used for the collision response of two boxes. when the boxes
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// do not overlap, the points are set to the closest points of the boxes, and a positive
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// distance between them is returned. if the boxes do overlap, a negative distance is returned
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// and the points are set to two points that would touch after the boxes are translated apart.
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// the contact normal gives the direction to repel or separate the boxes when they touch or
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// overlap (it's being approximated here as one of the 15 "separating axis" directions).
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//
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// returns:
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// positive or negative distance between two boxes.
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//
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// args:
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// Vector3& normal: set to a unit contact normal pointing from box A to box B.
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//
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// BoxPoint& boxPointA, BoxPoint& boxPointB:
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// set to a closest point or point of penetration on each box.
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//
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// Box boxA, Box boxB:
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// boxes, represented as 3 half-widths
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//
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// const Transform3& transformA, const Transform3& transformB:
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// box transformations, in world coordinates
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//
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// float distanceThreshold:
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// the algorithm will exit early if it finds that the boxes are more distant than this
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// threshold, and not compute a contact normal or points. if this distance returned
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// exceeds the threshold, all the other output data may not have been computed. by
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// default, this is set to MAX_FLOAT so it will have no effect.
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//
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//---------------------------------------------------------------------------
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float
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boxBoxDistance(Vector3& normal, BoxPoint& boxPointA, BoxPoint& boxPointB,
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PE_REF(Box) boxA, const Transform3 & transformA, PE_REF(Box) boxB,
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const Transform3 & transformB,
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float distanceThreshold = FLT_MAX );
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#endif /* __BOXBOXDISTANCE_H__ */
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