diff options
author | Joshua Leung <aligorith@gmail.com> | 2010-06-17 06:42:43 +0400 |
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committer | Joshua Leung <aligorith@gmail.com> | 2010-06-17 06:42:43 +0400 |
commit | ed59822857de7e7b41b33b79c306f5e9b8755c62 (patch) | |
tree | aa15011ba1df16a98d023acf2a276b265bd3ceda /extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h | |
parent | 22bca493b23904c4dee7130f5737005f8558a26d (diff) |
== SoC Bullet - Bullet Upgrade to 2.76 ==
Updated Blender's Bullet to 2.76 in this branch only.
This update was done by:
1) deleting the contents of the existing extern/bullet2/src directory (leaving the .svn folder in place),
2) copy/pasting the contents of the bullet/src directory (from unzipped Bullet archive) into this newly cleared folder.
Hopefully there aren't any patches that are still needed from the Bullet we had in source.
---
Note: I didn't use Moguri's patch, since that was giving me compile errors with headers not being able to be found.
[[Split portion of a mixed commit.]]
Diffstat (limited to 'extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h')
-rw-r--r-- | extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h | 66 |
1 files changed, 66 insertions, 0 deletions
diff --git a/extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h b/extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h new file mode 100644 index 00000000000..c58e257c026 --- /dev/null +++ b/extern/bullet2/BulletMultiThreaded/SpuNarrowPhaseCollisionTask/boxBoxDistance.h @@ -0,0 +1,66 @@ +/* + Copyright (C) 2006, 2008 Sony Computer Entertainment Inc. + All rights reserved. + +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 __BOXBOXDISTANCE_H__ +#define __BOXBOXDISTANCE_H__ + + +#include "Box.h" + +using namespace Vectormath::Aos; + +//--------------------------------------------------------------------------- +// boxBoxDistance: +// +// description: +// this computes info that can be used for the collision response of two boxes. when the boxes +// do not overlap, the points are set to the closest points of the boxes, and a positive +// distance between them is returned. if the boxes do overlap, a negative distance is returned +// and the points are set to two points that would touch after the boxes are translated apart. +// the contact normal gives the direction to repel or separate the boxes when they touch or +// overlap (it's being approximated here as one of the 15 "separating axis" directions). +// +// returns: +// positive or negative distance between two boxes. +// +// args: +// Vector3& normal: set to a unit contact normal pointing from box A to box B. +// +// BoxPoint& boxPointA, BoxPoint& boxPointB: +// set to a closest point or point of penetration on each box. +// +// Box boxA, Box boxB: +// boxes, represented as 3 half-widths +// +// const Transform3& transformA, const Transform3& transformB: +// box transformations, in world coordinates +// +// float distanceThreshold: +// the algorithm will exit early if it finds that the boxes are more distant than this +// threshold, and not compute a contact normal or points. if this distance returned +// exceeds the threshold, all the other output data may not have been computed. by +// default, this is set to MAX_FLOAT so it will have no effect. +// +//--------------------------------------------------------------------------- + +float +boxBoxDistance(Vector3& normal, BoxPoint& boxPointA, BoxPoint& boxPointB, + PE_REF(Box) boxA, const Transform3 & transformA, PE_REF(Box) boxB, + const Transform3 & transformB, + float distanceThreshold = FLT_MAX ); + +#endif /* __BOXBOXDISTANCE_H__ */ |