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https://github.com/bulletphysics/bullet3
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57 lines
2.4 KiB
C++
57 lines
2.4 KiB
C++
#ifndef BULLET2_COLLISION_SDK_H
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#define BULLET2_COLLISION_SDK_H
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#include "CollisionSdkInterface.h"
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class Bullet2CollisionSdk : public CollisionSdkInterface
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{
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struct Bullet2CollisionSdkInternalData* m_internalData;
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public:
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Bullet2CollisionSdk();
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virtual ~Bullet2CollisionSdk();
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virtual plCollisionWorldHandle createCollisionWorld(int maxNumObjsCapacity, int maxNumShapesCapacity, int maxNumPairsCapacity);
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virtual void deleteCollisionWorld(plCollisionWorldHandle worldHandle);
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virtual plCollisionShapeHandle createSphereShape(plCollisionWorldHandle worldHandle, plReal radius);
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virtual plCollisionShapeHandle createPlaneShape(plCollisionWorldHandle worldHandle,
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plReal planeNormalX,
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plReal planeNormalY,
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plReal planeNormalZ,
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plReal planeConstant);
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virtual plCollisionShapeHandle createCapsuleShape(plCollisionWorldHandle worldHandle,
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plReal radius,
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plReal height,
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int capsuleAxis);
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virtual plCollisionShapeHandle createCompoundShape(plCollisionWorldHandle worldHandle);
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virtual void addChildShape(plCollisionWorldHandle worldHandle,plCollisionShapeHandle compoundShape, plCollisionShapeHandle childShape,plVector3 childPos,plQuaternion childOrn);
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virtual void deleteShape(plCollisionWorldHandle worldHandle, plCollisionShapeHandle shape);
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virtual void addCollisionObject(plCollisionWorldHandle world, plCollisionObjectHandle object);
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virtual void removeCollisionObject(plCollisionWorldHandle world, plCollisionObjectHandle object);
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virtual plCollisionObjectHandle createCollisionObject( plCollisionWorldHandle worldHandle, void* userPointer, int userIndex, plCollisionShapeHandle cshape ,
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plVector3 startPosition,plQuaternion startOrientation );
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virtual void deleteCollisionObject(plCollisionObjectHandle body);
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virtual void setCollisionObjectTransform(plCollisionWorldHandle world, plCollisionObjectHandle body,
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plVector3 position,plQuaternion orientation );
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virtual int collide(plCollisionWorldHandle world,plCollisionObjectHandle colA, plCollisionObjectHandle colB,
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lwContactPoint* pointsOut, int pointCapacity);
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virtual void collideWorld( plCollisionWorldHandle world,
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plNearCallback filter, void* userData);
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static plCollisionSdkHandle createBullet2SdkHandle();
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};
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#endif //BULLET2_COLLISION_SDK_H
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