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source: code/branches/environment2/src/external/bullet/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h @ 8355

Last change on this file since 8355 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 3.2 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16
17#ifndef DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
18#define DISCRETE_COLLISION_DETECTOR1_INTERFACE_H
19#include "LinearMath/btTransform.h"
20#include "LinearMath/btVector3.h"
21class btStackAlloc;
22
23/// This interface is made to be used by an iterative approach to do TimeOfImpact calculations
24/// This interface allows to query for closest points and penetration depth between two (convex) objects
25/// the closest point is on the second object (B), and the normal points from the surface on B towards A.
26/// distance is between closest points on B and closest point on A. So you can calculate closest point on A
27/// by taking closestPointInA = closestPointInB + m_distance * m_normalOnSurfaceB
28struct btDiscreteCollisionDetectorInterface
29{
30       
31        struct Result
32        {
33       
34                virtual ~Result(){}     
35
36                ///setShapeIdentifiersA/B provides experimental support for per-triangle material / custom material combiner
37                virtual void setShapeIdentifiersA(int partId0,int index0)=0;
38                virtual void setShapeIdentifiersB(int partId1,int index1)=0;
39                virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)=0;
40        };
41
42        struct ClosestPointInput
43        {
44                ClosestPointInput()
45                        :m_maximumDistanceSquared(btScalar(BT_LARGE_FLOAT)),
46                        m_stackAlloc(0)
47                {
48                }
49
50                btTransform m_transformA;
51                btTransform m_transformB;
52                btScalar        m_maximumDistanceSquared;
53                btStackAlloc* m_stackAlloc;
54        };
55
56        virtual ~btDiscreteCollisionDetectorInterface() {};
57
58        //
59        // give either closest points (distance > 0) or penetration (distance)
60        // the normal always points from B towards A
61        //
62        virtual void    getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults=false) = 0;
63
64};
65
66struct btStorageResult : public btDiscreteCollisionDetectorInterface::Result
67{
68                btVector3       m_normalOnSurfaceB;
69                btVector3       m_closestPointInB;
70                btScalar        m_distance; //negative means penetration !
71
72                btStorageResult() : m_distance(btScalar(BT_LARGE_FLOAT))
73                {
74
75                }
76                virtual ~btStorageResult() {};
77
78                virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)
79                {
80                        if (depth < m_distance)
81                        {
82                                m_normalOnSurfaceB = normalOnBInWorld;
83                                m_closestPointInB = pointInWorld;
84                                m_distance = depth;
85                        }
86                }
87};
88
89#endif //DISCRETE_COLLISION_DETECTOR_INTERFACE1_H
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