e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
42 lines
1.7 KiB
C++
42 lines
1.7 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_TRIANGLE_CALLBACK_H
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#define B3_TRIANGLE_CALLBACK_H
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#include "Bullet3Common/b3Vector3.h"
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///The b3TriangleCallback provides a callback for each overlapping triangle when calling processAllTriangles.
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///This callback is called by processAllTriangles for all b3ConcaveShape derived class, such as b3BvhTriangleMeshShape, b3StaticPlaneShape and b3HeightfieldTerrainShape.
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class b3TriangleCallback
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{
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public:
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virtual ~b3TriangleCallback();
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virtual void processTriangle(b3Vector3* triangle, int partId, int triangleIndex) = 0;
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};
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class b3InternalTriangleIndexCallback
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{
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public:
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virtual ~b3InternalTriangleIndexCallback();
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virtual void internalProcessTriangleIndex(b3Vector3* triangle,int partId,int triangleIndex) = 0;
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};
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#endif //B3_TRIANGLE_CALLBACK_H
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