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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 "btConvexInternalShape.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" // for the types


///The btMultiSphereShape represents the convex hull of a collection of spheres. You can create special capsules or other smooth volumes.
///It is possible to animate the spheres for deformation.
00026 class btMultiSphereShape : public btConvexInternalShape

      btVector3 m_localPositions[MAX_NUM_SPHERES];
      btScalar  m_radi[MAX_NUM_SPHERES];
      btVector3   m_inertiaHalfExtents;

      int m_numSpheres;

      btMultiSphereShape (const btVector3& inertiaHalfExtents,const btVector3* positions,const btScalar* radi,int numSpheres);

      ///CollisionShape Interface
      virtual void      calculateLocalInertia(btScalar mass,btVector3& inertia) const;

      /// btConvexShape Interface
      virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const;

      virtual void      batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const;
      int   getSphereCount() const
            return m_numSpheres;

      const btVector3&  getSpherePosition(int index) const
            return m_localPositions[index];

      btScalar    getSphereRadius(int index) const
            return m_radi[index];

      virtual const char*     getName()const 
            return "MultiSphere";



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