16#ifndef BT_SPHERE_BOX_COLLISION_ALGORITHM_H
17#define BT_SPHERE_BOX_COLLISION_ALGORITHM_H
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
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...
btCollisionObject can be used to manage collision detection objects.
virtual void * allocateCollisionAlgorithm(int size)=0
btManifoldResult is a helper class to manage contact results.
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
btSphereBoxCollisionAlgorithm provides sphere-box collision detection.
btSphereBoxCollisionAlgorithm(btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
virtual ~btSphereBoxCollisionAlgorithm()
btPersistentManifold * m_manifoldPtr
bool getSphereDistance(const btCollisionObjectWrapper *boxObjWrap, btVector3 &v3PointOnBox, btVector3 &normal, btScalar &penetrationDepth, const btVector3 &v3SphereCenter, btScalar fRadius, btScalar maxContactDistance)
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btScalar getSpherePenetration(btVector3 const &boxHalfExtent, btVector3 const &sphereRelPos, btVector3 &closestPoint, btVector3 &normal)
virtual void getAllContactManifolds(btManifoldArray &manifoldArray)
virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
btVector3 can be used to represent 3D points and vectors.
btDispatcher * m_dispatcher1
Used by the btCollisionDispatcher to register and create instances for btCollisionAlgorithm.
virtual btCollisionAlgorithm * CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap)