60 getAabb(curTrans, temporalAabbMin, temporalAabbMax);
62 btScalar temporalAabbMaxx = temporalAabbMax.getX();
63 btScalar temporalAabbMaxy = temporalAabbMax.getY();
64 btScalar temporalAabbMaxz = temporalAabbMax.getZ();
65 btScalar temporalAabbMinx = temporalAabbMin.getX();
66 btScalar temporalAabbMiny = temporalAabbMin.getY();
67 btScalar temporalAabbMinz = temporalAabbMin.getZ();
73 temporalAabbMaxx += linMotion.x();
75 temporalAabbMinx += linMotion.x();
77 temporalAabbMaxy += linMotion.y();
79 temporalAabbMiny += linMotion.y();
81 temporalAabbMaxz += linMotion.z();
83 temporalAabbMinz += linMotion.z();
87 btVector3 angularMotion3d(angularMotion, angularMotion, angularMotion);
88 temporalAabbMin =
btVector3(temporalAabbMinx, temporalAabbMiny, temporalAabbMinz);
89 temporalAabbMax =
btVector3(temporalAabbMaxx, temporalAabbMaxy, temporalAabbMaxz);
91 temporalAabbMin -= angularMotion3d;
92 temporalAabbMax += angularMotion3d;
110 return "btCollisionShapeData";
NSNotificationCenter * center
virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const
getAabb's default implementation is brute force, expected derived classes to implement a fast dedicat...
void btBulletCollisionProbe()
virtual void getBoundingSphere(btVector3 ¢er, btScalar &radius) const
void calculateTemporalAabb(const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btVector3 &temporalAabbMin, btVector3 &temporalAabbMax) const
virtual btScalar getAngularMotionDisc() const
getAngularMotionDisc returns the maximum radius needed for Conservative Advancement to handle time-of...
virtual btScalar getContactBreakingThreshold(btScalar defaultContactThresholdFactor) const
virtual void serializeSingleShape(btSerializer *serializer) const
unsigned calculateSerializeBufferSize() const
virtual bool serialize(void *o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const
Data buffer MUST be 16 byte aligned.
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
virtual btChunk * allocate(size_t size, int numElements)=0
virtual const char * findNameForPointer(const void *ptr) const =0
virtual void serializeName(const char *ptr)=0
virtual void * getUniquePointer(void *oldPtr)=0
virtual void finalizeChunk(btChunk *chunk, const char *structType, int chunkCode, void *oldPtr)=0
T length(const vec_base< T, Size > &a)
do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64