16 #ifndef BT_COLLISION_SHAPE_H 17 #define BT_COLLISION_SHAPE_H 51 virtual btScalar getAngularMotionDisc()
const;
53 virtual btScalar getContactBreakingThreshold(
btScalar defaultContactThresholdFactor)
const;
98 virtual void setLocalScaling(
const btVector3& scaling) = 0;
99 virtual const btVector3& getLocalScaling()
const = 0;
100 virtual void calculateLocalInertia(
btScalar mass,
btVector3 & inertia)
const = 0;
103 virtual const char* getName()
const = 0;
117 virtual void setMargin(
btScalar margin) = 0;
118 virtual btScalar getMargin()
const = 0;
123 m_userPointer = userPtr;
128 return m_userPointer;
140 virtual int calculateSerializeBufferSize()
const;
143 virtual const char* serialize(
void* dataBuffer,
btSerializer* serializer)
const;
145 virtual void serializeSingleShape(
btSerializer * serializer)
const;
163 #endif //BT_COLLISION_SHAPE_H static bool isInfinite(int proxyType)
bool isInfinite() const
isInfinite is used to catch simulation error (aabb check)
The btCollisionShape class provides an interface for collision shapes that can be shared among btColl...
#define SIMD_FORCE_INLINE
static bool isCompound(int proxyType)
static bool isNonMoving(int proxyType)
void setUserPointer(void *userPtr)
optional user data pointer
virtual int calculateSerializeBufferSize() const
virtual btVector3 getAnisotropicRollingFrictionDirection() const
the getAnisotropicRollingFrictionDirection can be used in combination with setAnisotropicFriction See...
btVector3 can be used to represent 3D points and vectors.
#define ATTRIBUTE_ALIGNED16(a)
static bool isPolyhedral(int proxyType)
bool isPolyhedral() const
static bool isSoftBody(int proxyType)
#define BT_DECLARE_ALIGNED_ALLOCATOR()
static bool isConvex2d(int proxyType)
static bool isConcave(int proxyType)
virtual ~btCollisionShape()
void setUserIndex(int index)
void * getUserPointer() const
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 ...
static bool isConvex(int proxyType)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...