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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletCollision\CollisionDispatch\btCollisionDispatcher.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 COLLISION__DISPATCHER_H #define COLLISION__DISPATCHER_H #include "BulletCollision/BroadphaseCollision/btDispatcher.h" #include "BulletCollision/NarrowPhaseCollision/btPersistentManifold.h" #include "BulletCollision/CollisionDispatch/btManifoldResult.h" #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" #include "LinearMath/btAlignedObjectArray.h" class btIDebugDraw; class btOverlappingPairCache; class btPoolAllocator; class btCollisionConfiguration; #include "btCollisionCreateFunc.h" #define USE_DISPATCH_REGISTRY_ARRAY 1 class btCollisionDispatcher; ///user can override this nearcallback for collision filtering and more finegrained control over collision detection typedef void (*btNearCallback)(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, btDispatcherInfo& dispatchInfo); ///btCollisionDispatcher supports algorithms that handle ConvexConvex and ConvexConcave collision pairs. ///Time of Impact, Closest Points and Penetration Depth. class btCollisionDispatcher : public btDispatcher { int m_count; btAlignedObjectArray
m_manifoldsPtr; bool m_useIslands; bool m_staticWarningReported; btManifoldResult m_defaultManifoldResult; btNearCallback m_nearCallback; btPoolAllocator* m_collisionAlgorithmPoolAllocator; btPoolAllocator* m_persistentManifoldPoolAllocator; btCollisionAlgorithmCreateFunc* m_doubleDispatch[MAX_BROADPHASE_COLLISION_TYPES][MAX_BROADPHASE_COLLISION_TYPES]; btCollisionConfiguration* m_collisionConfiguration; public: ///registerCollisionCreateFunc allows registration of custom/alternative collision create functions void registerCollisionCreateFunc(int proxyType0,int proxyType1, btCollisionAlgorithmCreateFunc* createFunc); int getNumManifolds() const { return int( m_manifoldsPtr.size()); } btPersistentManifold** getInternalManifoldPointer() { return &m_manifoldsPtr[0]; } btPersistentManifold* getManifoldByIndexInternal(int index) { return m_manifoldsPtr[index]; } const btPersistentManifold* getManifoldByIndexInternal(int index) const { return m_manifoldsPtr[index]; } btCollisionDispatcher (btCollisionConfiguration* collisionConfiguration); virtual ~btCollisionDispatcher(); virtual btPersistentManifold* getNewManifold(void* b0,void* b1); virtual void releaseManifold(btPersistentManifold* manifold); virtual void clearManifold(btPersistentManifold* manifold); btCollisionAlgorithm* findAlgorithm(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* sharedManifold = 0); virtual bool needsCollision(btCollisionObject* body0,btCollisionObject* body1); virtual bool needsResponse(btCollisionObject* body0,btCollisionObject* body1); virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo,btDispatcher* dispatcher); void setNearCallback(btNearCallback nearCallback) { m_nearCallback = nearCallback; } btNearCallback getNearCallback() const { return m_nearCallback; } //by default, Bullet will use this near callback static void defaultNearCallback(btBroadphasePair& collisionPair, btCollisionDispatcher& dispatcher, btDispatcherInfo& dispatchInfo); virtual void* allocateCollisionAlgorithm(int size); virtual void freeCollisionAlgorithm(void* ptr); btCollisionConfiguration* getCollisionConfiguration() { return m_collisionConfiguration; } const btCollisionConfiguration* getCollisionConfiguration() const { return m_collisionConfiguration; } void setCollisionConfiguration(btCollisionConfiguration* config) { m_collisionConfiguration = config; } }; #endif //COLLISION__DISPATCHER_H
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