1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | |
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17 | #ifndef DISCRETE_COLLISION_DETECTOR1_INTERFACE_H |
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18 | #define DISCRETE_COLLISION_DETECTOR1_INTERFACE_H |
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19 | #include "LinearMath/btTransform.h" |
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20 | #include "LinearMath/btVector3.h" |
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21 | class btStackAlloc; |
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22 | |
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23 | /// This interface is made to be used by an iterative approach to do TimeOfImpact calculations |
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24 | /// This interface allows to query for closest points and penetration depth between two (convex) objects |
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25 | /// the closest point is on the second object (B), and the normal points from the surface on B towards A. |
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26 | /// distance is between closest points on B and closest point on A. So you can calculate closest point on A |
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27 | /// by taking closestPointInA = closestPointInB + m_distance * m_normalOnSurfaceB |
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28 | struct btDiscreteCollisionDetectorInterface |
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29 | { |
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30 | |
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31 | struct Result |
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32 | { |
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33 | |
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34 | virtual ~Result(){} |
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35 | |
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36 | ///setShapeIdentifiersA/B provides experimental support for per-triangle material / custom material combiner |
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37 | virtual void setShapeIdentifiersA(int partId0,int index0)=0; |
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38 | virtual void setShapeIdentifiersB(int partId1,int index1)=0; |
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39 | virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth)=0; |
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40 | }; |
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41 | |
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42 | struct ClosestPointInput |
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43 | { |
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44 | ClosestPointInput() |
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45 | :m_maximumDistanceSquared(btScalar(BT_LARGE_FLOAT)), |
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46 | m_stackAlloc(0) |
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47 | { |
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48 | } |
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49 | |
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50 | btTransform m_transformA; |
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51 | btTransform m_transformB; |
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52 | btScalar m_maximumDistanceSquared; |
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53 | btStackAlloc* m_stackAlloc; |
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54 | }; |
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55 | |
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56 | virtual ~btDiscreteCollisionDetectorInterface() {}; |
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57 | |
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58 | // |
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59 | // give either closest points (distance > 0) or penetration (distance) |
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60 | // the normal always points from B towards A |
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61 | // |
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62 | virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw,bool swapResults=false) = 0; |
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63 | |
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64 | }; |
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65 | |
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66 | struct btStorageResult : public btDiscreteCollisionDetectorInterface::Result |
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67 | { |
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68 | btVector3 m_normalOnSurfaceB; |
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69 | btVector3 m_closestPointInB; |
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70 | btScalar m_distance; //negative means penetration ! |
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71 | |
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72 | btStorageResult() : m_distance(btScalar(BT_LARGE_FLOAT)) |
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73 | { |
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74 | |
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75 | } |
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76 | virtual ~btStorageResult() {}; |
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77 | |
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78 | virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,btScalar depth) |
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79 | { |
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80 | if (depth < m_distance) |
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81 | { |
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82 | m_normalOnSurfaceB = normalOnBInWorld; |
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83 | m_closestPointInB = pointInWorld; |
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84 | m_distance = depth; |
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85 | } |
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86 | } |
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87 | }; |
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88 | |
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89 | #endif //DISCRETE_COLLISION_DETECTOR_INTERFACE1_H |
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