Bullet Collision Detection & Physics Library
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16 #ifndef BT_CONTINUOUS_COLLISION_CONVEX_CAST_H
17 #define BT_CONTINUOUS_COLLISION_CONVEX_CAST_H
53 #endif //BT_CONTINUOUS_COLLISION_CONVEX_CAST_H
void computeClosestPoints(const btTransform &transA, const btTransform &transB, struct btPointCollector &pointCollector)
Typically the conservative advancement reaches solution in a few iterations, clip it to 32 for degene...
ConvexPenetrationDepthSolver provides an interface for penetration depth calculation.
virtual bool calcTimeOfImpact(const btTransform &fromA, const btTransform &toA, const btTransform &fromB, const btTransform &toB, CastResult &result)
cast a convex against another convex object
btContinuousConvexCollision implements angular and linear time of impact for convex objects.
const btConvexShape * m_convexA
RayResult stores the closest result alternatively, add a callback method to decide about closest/all ...
btSimplexSolverInterface * m_simplexSolver
const btStaticPlaneShape * m_planeShape
The btConvexShape is an abstract shape interface, implemented by all convex shapes such as btBoxShape...
const btConvexShape * m_convexB1
The btStaticPlaneShape simulates an infinite non-moving (static) collision plane.
btConvexPenetrationDepthSolver * m_penetrationDepthSolver
btContinuousConvexCollision(const btConvexShape *shapeA, const btConvexShape *shapeB, btSimplexSolverInterface *simplexSolver, btConvexPenetrationDepthSolver *penetrationDepthSolver)
#define btSimplexSolverInterface