btRaycastVehicle and btKinematicCharacterController are derived from btActionInterface now. Some cosmetic cleanup: changed sourceforce/sf.net url to bulletphysics.com.
88 lines
3.9 KiB
C++
88 lines
3.9 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.com
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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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Experimental Buoyancy fluid demo written by John McCutchan
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*/
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#ifndef HF_FLUID_BUOYANT_SHAPE_COLLISION_ALGORITHM_H
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#define HF_FLUID_BUOYANT_SHAPE_COLLISION_ALGORITHM_H
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#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
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#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
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#include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
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#include "BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h"
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#include "LinearMath/btVector3.h"
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class btHfFluid;
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class btConvexConvexAlgorithm;
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class btConvexPenetrationDepthSolver;
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class btSimplexSolverInterface;
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///experimental buyancy fluid demo
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/// btHfFluidBuoyantShapeCollisionAlgorithm provides collision detection between btHfFluidBuoyantConvexShape and btHfFluidBuoyantConvexShape
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class btHfFluidBuoyantShapeCollisionAlgorithm : public btCollisionAlgorithm
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{
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btCollisionObject* m_collisionObject0;
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btCollisionObject* m_collisionObject1;
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btConvexConvexAlgorithm m_convexConvexAlgorithm;
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public:
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btHfFluidBuoyantShapeCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver);
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virtual ~btHfFluidBuoyantShapeCollisionAlgorithm();
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virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
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virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
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{
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m_convexConvexAlgorithm.getAllContactManifolds (manifoldArray);
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}
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struct CreateFunc :public btCollisionAlgorithmCreateFunc
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{
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btConvexPenetrationDepthSolver* m_pdSolver;
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btSimplexSolverInterface* m_simplexSolver;
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CreateFunc(btSimplexSolverInterface* simplexSolver, btConvexPenetrationDepthSolver* pdSolver)
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{
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m_simplexSolver = simplexSolver;
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m_pdSolver = pdSolver;
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}
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virtual ~CreateFunc() {}
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virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
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{
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void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btHfFluidBuoyantShapeCollisionAlgorithm));
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if (!m_swapped)
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{
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0,body1, m_simplexSolver, m_pdSolver);
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} else
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{
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return new(mem) btHfFluidBuoyantShapeCollisionAlgorithm(ci,body0,body1, m_simplexSolver, m_pdSolver);
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}
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}
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};
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};
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#endif //HF_FLUID_BUOYANT_SHAPE_COLLISION_ALGORITHM_H
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