24#ifndef BT_GIMPACT_BVH_CONCAVE_COLLISION_ALGORITHM_H
25#define BT_GIMPACT_BVH_CONCAVE_COLLISION_ALGORITHM_H
123 return convex_algorithm;
146 const int* pairs,
int pair_count);
152 const int* pairs,
int pair_count);
215#ifdef TRI_COLLISION_PROFILING
217 static float getAverageTreeCollisionTime();
220 static float getAverageTriangleCollisionTime();
286#define GIMPACT_VS_PLANE_COLLISION 1
@ BT_CONTACT_POINT_ALGORITHMS
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define SIMD_FORCE_INLINE
This class is not enabled yet (work-in-progress) to more aggressively activate objects.
void push_back(const T &_Val)
btCollisionAlgorithm is an collision interface that is compatible with the Broadphase and btDispatche...
btDispatcher * m_dispatcher
virtual ~btCollisionAlgorithm()
btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs.
btCollisionObject can be used to manage collision detection objects.
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
The btCompoundShape allows to store multiple other btCollisionShapes This allows for moving concave c...
The btConcaveShape class provides an interface for non-moving (static) concave shapes.
The btDispatcher interface class can be used in combination with broadphase to dispatch calculations ...
virtual void * allocateCollisionAlgorithm(int size)=0
virtual void releaseManifold(btPersistentManifold *manifold)=0
virtual void freeCollisionAlgorithm(void *ptr)=0
virtual btCollisionAlgorithm * findAlgorithm(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, btPersistentManifold *sharedManifold, ebtDispatcherQueryType queryType)=0
virtual btPersistentManifold * getNewManifold(const btCollisionObject *b0, const btCollisionObject *b1)=0
Collision Algorithm for GImpact Shapes.
btPersistentManifold * getLastManifold()
void gimpact_vs_concave(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactShapeInterface *shape0, const btConcaveShape *shape1, bool swapped)
void gimpact_vs_shape_find_pairs(const btTransform &trans0, const btTransform &trans1, const btGImpactShapeInterface *shape0, const btCollisionShape *shape1, btAlignedObjectArray< int > &collided_primitives)
void setFace0(int value)
Accessor/Mutator pairs for Part and triangleID.
btCollisionAlgorithm * newAlgorithm(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)
void collide_gjk_triangles(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactMeshShapePart *shape0, const btGImpactMeshShapePart *shape1, const int *pairs, int pair_count)
Collision routines.
btCollisionAlgorithm * m_convex_algorithm
const btDispatcherInfo * m_dispatchInfo
void checkConvexAlgorithm(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)
void gimpact_vs_gimpact(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactShapeInterface *shape0, const btGImpactShapeInterface *shape1)
Collides two gimpact shapes.
void gimpact_vs_compoundshape(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactShapeInterface *shape0, const btCompoundShape *shape1, bool swapped)
btManifoldResult * internalGetResultOut()
btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
void gimpact_vs_gimpact_find_pairs(const btTransform &trans0, const btTransform &trans1, const btGImpactShapeInterface *shape0, const btGImpactShapeInterface *shape1, btPairSet &pairset)
btGImpactCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)
void gimpacttrimeshpart_vs_plane_collision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactMeshShapePart *shape0, const btStaticPlaneShape *shape1, bool swapped)
void gimpact_vs_shape(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactShapeInterface *shape0, const btCollisionShape *shape1, bool swapped)
btPersistentManifold * newContactManifold(const btCollisionObject *body0, const btCollisionObject *body1)
Creates a new contact point.
void destroyContactManifolds()
btPersistentManifold * m_manifoldPtr
virtual ~btGImpactCollisionAlgorithm()
btManifoldResult * m_resultOut
void convex_vs_convex_collision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btCollisionShape *shape0, const btCollisionShape *shape1)
void checkManifold(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)
static void registerAlgorithm(btCollisionDispatcher *dispatcher)
Use this function for register the algorithm externally.
void collide_sat_triangles(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btGImpactMeshShapePart *shape0, const btGImpactMeshShapePart *shape1, const int *pairs, int pair_count)
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
virtual void getAllContactManifolds(btManifoldArray &manifoldArray)
void shape_vs_shape_collision(const btCollisionObjectWrapper *body0, const btCollisionObjectWrapper *body1, const btCollisionShape *shape0, const btCollisionShape *shape1)
void addContactPoint(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btVector3 &point, const btVector3 &normal, btScalar distance)
void destroyConvexAlgorithm()
This class manages a sub part of a mesh supplied by the btStridingMeshInterface interface.
Base class for gimpact shapes.
btManifoldResult is a helper class to manage contact results.
void setPersistentManifold(btPersistentManifold *manifoldPtr)
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
The btStaticPlaneShape simulates an infinite non-moving (static) collision plane.
btVector3 can be used to represent 3D points and vectors.
btDispatcher * m_dispatcher1
Used by the btCollisionDispatcher to register and create instances for btCollisionAlgorithm.
const btCollisionObject * getCollisionObject() const
virtual btCollisionAlgorithm * CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)