BtCollision

Engine/source/T3D/physics/bullet/btCollision.h

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Protected Attributes

btCompoundShape *

The compound if we have more than one collision shape.

The local transform for the collision shape or identity if this is a compound.

Vector< btTriangleMesh * >

If we have any triangle mesh collision shapes then we need to store the mesh data.

Vector< btCollisionShape * >

The concrete collision shapes.

Protected Functions

_addShape(btCollisionShape * shape, const MatrixF & localXfm)

Helper for adding shapes.

Public Functions

addBox(const Point3F & halfWidth, const MatrixF & localXfm)

Add a box to the collision shape.

addCapsule(F32 radius, F32 height, const MatrixF & localXfm)

Add a Y axis capsule to the collision shape.

bool
addConvex(const Point3F * points, U32 count, const MatrixF & localXfm)

Add a point cloud convex hull to the collision shape.

bool
addHeightfield(const U16 * heights, const bool * holes, U32 blockSize, F32 metersPerSample, const MatrixF & localXfm)

Add a heightfield to the collision shape.

Add an infinite plane to the collision shape.

addSphere(F32 radius, const MatrixF & localXfm)

Add a sphere to the collision shape.

bool
addTriangleMesh(const Point3F * vert, U32 vertCount, const U32 * index, U32 triCount, const MatrixF & localXfm)

Add a triangle mesh to the collision shape.

btCollisionShape *

Return the Bullet collision shape.

Detailed Description

Protected Attributes

btCompoundShape * mCompound 

The compound if we have more than one collision shape.

MatrixF mLocalXfm 

The local transform for the collision shape or identity if this is a compound.

Vector< btTriangleMesh * > mMeshInterfaces 

If we have any triangle mesh collision shapes then we need to store the mesh data.

Vector< btCollisionShape * > mShapes 

The concrete collision shapes.

Protected Functions

_addShape(btCollisionShape * shape, const MatrixF & localXfm)

Helper for adding shapes.

Public Functions

BtCollision()

~BtCollision()

addBox(const Point3F & halfWidth, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

addCapsule(F32 radius, F32 height, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

addConvex(const Point3F * points, U32 count, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

addHeightfield(const U16 * heights, const bool * holes, U32 blockSize, F32 metersPerSample, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

addPlane(const PlaneF & plane)

Reimplemented from: PhysicsCollision

addSphere(F32 radius, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

addTriangleMesh(const Point3F * vert, U32 vertCount, const U32 * index, U32 triCount, const MatrixF & localXfm)

Reimplemented from: PhysicsCollision

getLocalTransform()

getShape()

Return the Bullet collision shape.