1 #ifndef BT_COMPOUND_FROM_GIMPACT
2 #define BT_COMPOUND_FROM_GIMPACT
58 MyCallback cb(rayFrom,rayTo,partId,triangleIndex);
87 gimpactMesh->
getAabb(tr,aabbMin,aabbMax);
93 #endif //BT_COMPOUND_FROM_GIMPACT
int m_ignoreTriangleIndex
virtual void internalProcessTriangleIndex(btVector3 *triangle, int partId, int triangleIndex)
const btGImpactMeshShape * m_gimpactShape
btCompoundShape * btCreateCompoundFromGimpactShape(const btGImpactMeshShape *gimpactMesh, btScalar depth)
void addChildShape(const btTransform &localTransform, btCollisionShape *shape)
This class manages a mesh supplied by the btStridingMeshInterface interface.
void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const
If the Bounding box is not updated, then this class attemps to calculate it.
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
btStridingMeshInterface * getMeshInterface()
const Point3 scale(const Point3 &pnt, float scaleVal)
virtual void processAllTrianglesRay(btTriangleCallback *callback, const btVector3 &rayFrom, const btVector3 &rayTo) const
Function for retrieve triangles.
The btBU_Simplex1to4 implements tetrahedron, triangle, line, vertex collision shapes. In most cases it is better to use btConvexHullShape instead.
btCompoundShape * m_colShape
btVector3 can be used to represent 3D points and vectors.
MyInternalTriangleIndexCallback(btCompoundShape *colShape, const btGImpactMeshShape *meshShape, btScalar depth)
static float4 cross(const float4 &a, const float4 &b)
virtual const btVector3 & getLocalScaling() const
virtual btScalar reportHit(const btVector3 &hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)
The btCompoundShape allows to store multiple other btCollisionShapes This allows for moving concave c...
void setInterpolate3(const btVector3 &v0, const btVector3 &v1, btScalar rt)
MyCallback(const btVector3 &from, const btVector3 &to, int ignorePart, int ignoreTriangleIndex)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual void InternalProcessAllTriangles(btInternalTriangleIndexCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const