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Diffstat (limited to 'extern/bullet2/src/BulletSoftBody/btSoftRigidCollisionAlgorithm.h')
-rw-r--r--extern/bullet2/src/BulletSoftBody/btSoftRigidCollisionAlgorithm.h75
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diff --git a/extern/bullet2/src/BulletSoftBody/btSoftRigidCollisionAlgorithm.h b/extern/bullet2/src/BulletSoftBody/btSoftRigidCollisionAlgorithm.h
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+++ b/extern/bullet2/src/BulletSoftBody/btSoftRigidCollisionAlgorithm.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 SOFT_RIGID_COLLISION_ALGORITHM_H
+#define SOFT_RIGID_COLLISION_ALGORITHM_H
+
+#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
+#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h"
+#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
+class btPersistentManifold;
+#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
+
+#include "LinearMath/btVector3.h"
+class btSoftBody;
+
+/// btSoftRigidCollisionAlgorithm provides collision detection between btSoftBody and btRigidBody
+class btSoftRigidCollisionAlgorithm : public btCollisionAlgorithm
+{
+// bool m_ownManifold;
+// btPersistentManifold* m_manifoldPtr;
+
+ btSoftBody* m_softBody;
+ btCollisionObject* m_rigidCollisionObject;
+
+ ///for rigid versus soft (instead of soft versus rigid), we use this swapped boolean
+ bool m_isSwapped;
+
+public:
+
+ btSoftRigidCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* col0,btCollisionObject* col1, bool isSwapped);
+
+ virtual ~btSoftRigidCollisionAlgorithm();
+
+ virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
+
+ virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);
+
+ virtual void getAllContactManifolds(btManifoldArray& manifoldArray)
+ {
+ //we don't add any manifolds
+ }
+
+
+ struct CreateFunc :public btCollisionAlgorithmCreateFunc
+ {
+ virtual btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
+ {
+ void* mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(btSoftRigidCollisionAlgorithm));
+ if (!m_swapped)
+ {
+ return new(mem) btSoftRigidCollisionAlgorithm(0,ci,body0,body1,false);
+ } else
+ {
+ return new(mem) btSoftRigidCollisionAlgorithm(0,ci,body0,body1,true);
+ }
+ }
+ };
+
+};
+
+#endif //SOFT_RIGID_COLLISION_ALGORITHM_H
+
+