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Changeset 2877 for code/trunk/src/bullet


Ignore:
Timestamp:
Mar 31, 2009, 2:41:24 PM (16 years ago)
Author:
bknecht
Message:

reverted back everything, sorry KDevelop screws things up sometimes

File:
1 edited

Legend:

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  • code/trunk/src/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h

    r2876 r2877  
    55This software is provided 'as-is', without any express or implied warranty.
    66In no event will the authors be held liable for any damages arising from the use of this software.
    7 Permission is granted to anyone to use this software for any purpose,
    8 including commercial applications, and to alter it and redistribute it freely,
     7Permission is granted to anyone to use this software for any purpose, 
     8including commercial applications, and to alter it and redistribute it freely, 
    99subject to the following restrictions:
    1010
     
    3333 * Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
    3434 * The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
    35  *
     35 * 
    3636 * Under other platforms, like Linux or Mac OS-X, Bullet can be build using either using make, cmake, http://www.cmake.org , or jam, http://www.perforce.com/jam/jam.html . cmake can autogenerate Xcode, KDevelop, MSVC and other build systems. just run cmake . in the root of Bullet.
    3737 * So if you are not using MSVC or cmake, you can run ./autogen.sh ./configure to create both Makefile and Jamfile and then run make or jam.
    3838 * Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files.
    3939 * If you don't have jam installed, you can make jam from the included jam-2.5 sources, or download jam from ftp://ftp.perforce.com/jam
    40  *
     40 * 
    4141 * @subsection step3 Step 3: Testing demos
    4242 * Try to run and experiment with BasicDemo executable as a starting point.
    4343 * Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
    4444 * The Dependencies can be seen in this documentation under Directories
    45  *
     45 * 
    4646 * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
    4747 * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
     
    5757 * Special thanks to all visitors of the Bullet Physics forum, and in particular above contributors, John McCutchan, Nathanael Presson, Dave Eberle, Dirk Gregorius, Erin Catto, Dave Eberle, Adam Moravanszky,
    5858 * Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren, Marten Svanfeldt.
    59  *
     59 * 
    6060 */
    6161
    6262
     63 
     64 
    6365
    6466#ifndef COLLISION_WORLD_H
     
    8183
    8284
     85       
    8386protected:
    8487
    8588        btAlignedObjectArray<btCollisionObject*>        m_collisionObjects;
    8689
     90       
    8791        btDispatcher*   m_dispatcher1;
    8892
     
    96100
    97101
     102       
    98103public:
    99104
     
    137142
    138143
     144       
    139145        virtual void    setDebugDrawer(btIDebugDraw*    debugDrawer)
    140146        {
     
    155161                int     m_triangleIndex;
    156162
     163               
    157164                //const btCollisionShape*       m_shapeTemp;
    158165                //const btTransform*    m_shapeLocalTransform;
     
    161168        struct  LocalRayResult
    162169        {
    163                 LocalRayResult(btCollisionObject*       collisionObject,
     170                LocalRayResult(btCollisionObject*       collisionObject, 
    164171                        LocalShapeInfo* localShapeInfo,
    165172                        const btVector3&                hitNormalLocal,
     
    228235                btVector3       m_hitPointWorld;
    229236
     237                       
    230238                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
    231239                {
     
    233241                        btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
    234242
     243                       
    235244                        m_closestHitFraction = rayResult.m_hitFraction;
    236245                        m_collisionObject = rayResult.m_collisionObject;
     
    251260        struct LocalConvexResult
    252261        {
    253                 LocalConvexResult(btCollisionObject*    hitCollisionObject,
     262                LocalConvexResult(btCollisionObject*    hitCollisionObject, 
    254263                        LocalShapeInfo* localShapeInfo,
    255264                        const btVector3&                hitNormalLocal,
     
    279288                short int       m_collisionFilterMask;
    280289
     290               
    281291                ConvexResultCallback()
    282292                        :m_closestHitFraction(btScalar(1.)),
     
    290300                }
    291301
     302               
    292303                bool    hasHit() const
    293304                {
     
    296307
    297308
     309               
    298310
    299311                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
     
    323335                btCollisionObject*      m_hitCollisionObject;
    324336
     337               
    325338                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
    326339                {
     
    328341                        btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
    329342
     343                                               
    330344                        m_closestHitFraction = convexResult.m_hitFraction;
    331345                        m_hitCollisionObject = convexResult.m_hitCollisionObject;
     
    350364        /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
    351365        /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
    352         void    rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
     366        void    rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; 
    353367
    354368        // convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
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