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https://github.com/bulletphysics/bullet3
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29 lines
1.5 KiB
C++
29 lines
1.5 KiB
C++
#ifndef MULTIBODY_CREATION_INTERFACE_H
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#define MULTIBODY_CREATION_INTERFACE_H
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#include "LinearMath/btTransform.h"
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class MultiBodyCreationInterface
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{
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public:
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virtual ~MultiBodyCreationInterface() {}
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virtual void createRigidBodyGraphicsInstance(int linkIndex, class btRigidBody* body, const btVector3& colorRgba, int graphicsIndex) = 0;
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///optionally create some graphical representation from a collision object, usually for visual debugging purposes.
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virtual void createCollisionObjectGraphicsInstance(int linkIndex, class btCollisionObject* col, const btVector3& colorRgba) = 0;
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virtual class btMultiBody* allocateMultiBody(int urdfLinkIndex, int totalNumJoints,btScalar mass, const btVector3& localInertiaDiagonal, bool isFixedBase, bool canSleep, bool multiDof) =0;
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virtual class btRigidBody* allocateRigidBody(int urdfLinkIndex, btScalar mass, const btVector3& localInertiaDiagonal, const btTransform& initialWorldTrans, class btCollisionShape* colShape) = 0;
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virtual class btGeneric6DofSpring2Constraint* allocateGeneric6DofSpring2Constraint(int urdfLinkIndex, btRigidBody& rbA /*parent*/, btRigidBody& rbB, const btTransform& offsetInA, const btTransform& offsetInB, int rotateOrder=0) = 0;
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virtual class btMultiBodyLinkCollider* allocateMultiBodyLinkCollider(int urdfLinkIndex, int mbLinkIndex, btMultiBody* body) = 0;
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virtual void addLinkMapping(int urdfLinkIndex, int mbLinkIndex) = 0;
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};
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#endif //MULTIBODY_CREATION_INTERFACE_H
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