56 if ( dist_a * dist_b >=
btScalar(0.0) )
68 const btScalar proj_length=dist_a-dist_b;
69 const btScalar distance = (dist_a)/(proj_length);
87 if ( (
btScalar)(cp0.
dot(triangleNormal)) >=edge_tolerance)
93 cp1 = v1p.
cross( v2p);
94 if ( (
btScalar)(cp1.
dot(triangleNormal)) >=edge_tolerance)
99 if ( (
btScalar)(cp2.
dot(triangleNormal)) >=edge_tolerance)
144 #ifdef USE_SUBSIMPLEX_CONVEX_CAST
149 #endif //#USE_SUBSIMPLEX_CONVEX_CAST
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
float dist(const Point3 &pnt0, const Point3 &pnt1)
btScalar m_triangleCollisionMargin
btContinuousConvexCollision implements angular and linear time of impact for convex objects...
btTriangleConvexcastCallback(const btConvexShape *convexShape, const btTransform &convexShapeFrom, const btTransform &convexShapeTo, const btTransform &triangleToWorld, const btScalar triangleCollisionMargin)
btScalar dot(const btVector3 &v) const
Return the dot product.
btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
btScalar m_allowedPenetration
virtual void setMargin(btScalar margin)
btTransform m_convexShapeFrom
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...
btVoronoiSimplexSolver is an implementation of the closest point distance algorithm from a 1-4 points...
virtual btScalar reportHit(const btVector3 &hitNormalLocal, const btVector3 &hitPointLocal, btScalar hitFraction, int partId, int triangleIndex)=0
btVector3 cross(const btVector3 &v) const
Return the cross product between this and another vector.
btVector3 can be used to represent 3D points and vectors.
btScalar length2() const
Return the length of the vector squared.
virtual btScalar reportHit(const btVector3 &hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)=0
btSubsimplexConvexCast implements Gino van den Bergens' paper "Ray Casting against bteral Convex Obje...
btTransform m_triangleToWorld
EpaPenetrationDepthSolver uses the Expanding Polytope Algorithm to calculate the penetration depth be...
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
virtual bool calcTimeOfImpact(const btTransform &fromA, const btTransform &toA, const btTransform &fromB, const btTransform &toB, CastResult &result)
cast a convex against another convex object
btTriangleRaycastCallback(const btVector3 &from, const btVector3 &to, unsigned int flags=0)
const btConvexShape * m_convexShape
void setInterpolate3(const btVector3 &v0, const btVector3 &v1, btScalar rt)
btScalar m_allowedPenetration
btTransform m_convexShapeTo
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...