1 #ifndef BT_CONTACT_H_STRUCTS_INCLUDED
2 #define BT_CONTACT_H_STRUCTS_INCLUDED
34 #define NORMAL_CONTACT_AVERAGE 1
36 #define CONTACT_DIFF_EPSILON 0.00001f
75 (int)(
m_point[0] * 1000.0f + 1.0f),
77 (int)(
m_point[2] * 2133.0f + 3.0f)};
78 unsigned int _hash = 0;
79 unsigned int *_uitmp = (
unsigned int *)(&_coords[0]);
82 _hash += (*_uitmp) << 4;
84 _hash += (*_uitmp) << 8;
91 for (
int i = 0; i < normal_count; i++)
96 btScalar vec_sum_len = vec_sum.length2();
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
SIMD_FORCE_INLINE btScalar btSqrt(btScalar y)
#define SIMD_FORCE_INLINE
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
IconTextureDrawCall normal
MutableSpan< float3 > normals