73 lines
		
	
	
		
			2.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			2.2 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.org
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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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*/
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#ifndef BT_EMPTY_SHAPE_H
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#define BT_EMPTY_SHAPE_H
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#include "btConcaveShape.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btTransform.h"
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#include "LinearMath/btMatrix3x3.h"
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#include "btCollisionMargin.h"
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/// The btEmptyShape is a collision shape without actual collision detection shape, so most users should ignore this class.
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/// It can be replaced by another shape during runtime, but the inertia tensor should be recomputed.
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ATTRIBUTE_ALIGNED16(class) btEmptyShape	: public btConcaveShape
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{
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public:
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	BT_DECLARE_ALIGNED_ALLOCATOR();
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	btEmptyShape();
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	virtual ~btEmptyShape();
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	///getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
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	void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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	virtual void	setLocalScaling(const btVector3& scaling)
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	{
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		m_localScaling = scaling;
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	}
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	virtual const btVector3& getLocalScaling() const 
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	{
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		return m_localScaling;
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	}
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	virtual void	calculateLocalInertia(btScalar mass,btVector3& inertia) const;
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	virtual const char*	getName()const
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	{
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		return "Empty";
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	}
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	virtual void processAllTriangles(btTriangleCallback* ,const btVector3& ,const btVector3& ) const
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	{
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	}
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protected:
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	btVector3	m_localScaling;
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};
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#endif //BT_EMPTY_SHAPE_H
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