mirror of
https://github.com/bulletphysics/bullet3
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95 lines
3.0 KiB
C++
95 lines
3.0 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.com
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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Experimental Buoyancy fluid demo written by John McCutchan
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*/
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#ifndef BT_HF_FLUID_COLLISION_SHAPE_H
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#define BT_HF_FLUID_COLLISION_SHAPE_H
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#include "btHfFluid.h"
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#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
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#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
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#include "BulletCollision/CollisionShapes/btConvexInternalShape.h"
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#include "BulletCollision/CollisionShapes/btConcaveShape.h"
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class btHfFluidCollisionShape : public btConcaveShape
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{
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public:
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btHfFluid* m_fluid;
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btHfFluidCollisionShape(btHfFluid* backptr) : btConcaveShape ()
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{
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m_shapeType = HFFLUID_SHAPE_PROXYTYPE;
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m_fluid=backptr;
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}
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virtual ~btHfFluidCollisionShape()
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{
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}
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void processAllTriangles(btTriangleCallback* /*callback*/,const btVector3& /*aabbMin*/,const btVector3& /*aabbMax*/) const
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{
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//not yet
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btAssert(0);
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}
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///getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const
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{
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/* t should be identity, but better be safe than...fast? */
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btVector3 mins;
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btVector3 maxs;
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m_fluid->getAabb (mins, maxs);
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const btVector3 crns[]={t*btVector3(mins.x(),mins.y(),mins.z()),
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t*btVector3(maxs.x(),mins.y(),mins.z()),
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t*btVector3(maxs.x(),maxs.y(),mins.z()),
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t*btVector3(mins.x(),maxs.y(),mins.z()),
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t*btVector3(mins.x(),mins.y(),maxs.z()),
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t*btVector3(maxs.x(),mins.y(),maxs.z()),
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t*btVector3(maxs.x(),maxs.y(),maxs.z()),
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t*btVector3(mins.x(),maxs.y(),maxs.z())};
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aabbMin=aabbMax=crns[0];
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for(int i=1;i<8;++i)
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{
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aabbMin.setMin(crns[i]);
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aabbMax.setMax(crns[i]);
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}
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}
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virtual void setLocalScaling(const btVector3& /*scaling*/)
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{
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///na
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btAssert(0);
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}
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virtual const btVector3& getLocalScaling() const
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{
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static const btVector3 dummy(1,1,1);
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return dummy;
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}
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virtual void calculateLocalInertia(btScalar /*mass*/,btVector3& /*inertia*/) const
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{
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///not yet
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btAssert(0);
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}
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virtual const char* getName()const
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{
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return "HfFluid";
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}
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};
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#endif
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