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SphereTriangleDetector.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_src\BulletCollision\CollisionDispatch\SphereTriangleDetector.h
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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. */ #ifndef SPHERE_TRIANGLE_DETECTOR_H #define SPHERE_TRIANGLE_DETECTOR_H #include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h" #include "LinearMath/btPoint3.h" class btSphereShape; class btTriangleShape; /// sphere-triangle to match the btDiscreteCollisionDetectorInterface struct SphereTriangleDetector : public btDiscreteCollisionDetectorInterface { virtual void getClosestPoints(const ClosestPointInput& input,Result& output,class btIDebugDraw* debugDraw); SphereTriangleDetector(btSphereShape* sphere,btTriangleShape* triangle); virtual ~SphereTriangleDetector() {}; private: bool collide(const btVector3& sphereCenter,btVector3 &point, btVector3& resultNormal, btScalar& depth, btScalar &timeOfImpact); bool pointInTriangle(const btVector3 vertices[], const btVector3 &normal, btVector3 *p ); bool facecontains(const btVector3 &p,const btVector3* vertices,btVector3& normal); btSphereShape* m_sphere; btTriangleShape* m_triangle; }; #endif //SPHERE_TRIANGLE_DETECTOR_H
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