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CollisionObject.h

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, 
including commercial applications, and to alter it and redistribute it freely, 
subject to the following restrictions:

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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

#ifndef COLLISION_OBJECT_H
#define COLLISION_OBJECT_H

#include "SimdTransform.h"

//island management, m_activationState1
#define ACTIVE_TAG 1
#define ISLAND_SLEEPING 2
#define WANTS_DEACTIVATION 3
#define DISABLE_DEACTIVATION 4
#define DISABLE_SIMULATION 5

struct      BroadphaseProxy;
class CollisionShape;

struct      CollisionObject
{
      SimdTransform     m_worldTransform;
      
      //m_interpolationWorldTransform is used for CCD and interpolation
      //it can be either previous or future (predicted) transform
      SimdTransform     m_interpolationWorldTransform;
      
      enum CollisionFlags
      {
            isStatic = 1,
            noContactResponse = 2,

      };

      int                     m_collisionFlags;

      int                     m_islandTag1;
      int                     m_activationState1;
      float             m_deactivationTime;

      BroadphaseProxy*  m_broadphaseHandle;
      CollisionShape*         m_collisionShape;

      void*             m_userPointer;//not use by Bullet internally

      //time of impact calculation
      float             m_hitFraction; 

      bool              mergesSimulationIslands() const;

      inline bool       IsStatic() const {
            return m_collisionFlags & isStatic;
      }

      inline bool       HasContactResponse() {
            return !(m_collisionFlags & noContactResponse);
      }

      


      CollisionObject();


      void  SetCollisionShape(CollisionShape* collisionShape)
      {
            m_collisionShape = collisionShape;
      }

      int   GetActivationState() const { return m_activationState1;}
      
      void SetActivationState(int newState);

      void ForceActivationState(int newState);

      void  activate();

      inline bool IsActive() const
      {
            return ((GetActivationState() != ISLAND_SLEEPING) && (GetActivationState() != DISABLE_SIMULATION));
      }


};

#endif //COLLISION_OBJECT_H

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