Logo Search packages:      
Sourcecode: blender version File versions  Download package


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.


#include "CollisionShapes/CollisionShape.h"
#include "BroadphaseCollision/BroadphaseProxy.h" // for the types

#include "StridingMeshInterface.h"
#include "TriangleCallback.h"

///Concave triangle mesh. Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
00028 class TriangleMeshShape : public CollisionShape
      StridingMeshInterface* m_meshInterface;
      SimdVector3 m_localAabbMin;
      SimdVector3 m_localAabbMax;
      float m_collisionMargin;

      TriangleMeshShape(StridingMeshInterface* meshInterface);

      virtual ~TriangleMeshShape();

      virtual SimdVector3 LocalGetSupportingVertex(const SimdVector3& vec) const;

      virtual SimdVector3     LocalGetSupportingVertexWithoutMargin(const SimdVector3& vec)const
            return LocalGetSupportingVertex(vec);

      void  RecalcLocalAabb();

      virtual int GetShapeType() const

      virtual void GetAabb(const SimdTransform& t,SimdVector3& aabbMin,SimdVector3& aabbMax) const;

      virtual void      ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;

      virtual void      CalculateLocalInertia(SimdScalar mass,SimdVector3& inertia);

      virtual void      setLocalScaling(const SimdVector3& scaling);
      virtual const SimdVector3& getLocalScaling() const;

      virtual char*     GetName()const {return "TRIANGLEMESH";}

      virtual float GetMargin() const {
            return m_collisionMargin;
      virtual void SetMargin(float collisionMargin)
            m_collisionMargin = collisionMargin;



Generated by  Doxygen 1.6.0   Back to index