e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2013 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_BROADPHASE_CALLBACK_H
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#define B3_BROADPHASE_CALLBACK_H
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#include "Bullet3Common/b3Vector3.h"
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struct b3BroadphaseProxy;
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struct b3BroadphaseAabbCallback
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{
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virtual ~b3BroadphaseAabbCallback() {}
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virtual bool process(const b3BroadphaseProxy* proxy) = 0;
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};
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struct b3BroadphaseRayCallback : public b3BroadphaseAabbCallback
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{
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///added some cached data to accelerate ray-AABB tests
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b3Vector3 m_rayDirectionInverse;
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unsigned int m_signs[3];
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b3Scalar m_lambda_max;
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virtual ~b3BroadphaseRayCallback() {}
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};
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#endif //B3_BROADPHASE_CALLBACK_H
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