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-rw-r--r--thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h72
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diff --git a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h b/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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--- a/thirdparty/bullet/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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@@ -1,72 +0,0 @@
-/*
-Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
-
-This software is provided 'as-is', without any express or implied warranty.
-In no event will the authors be held liable for any damages arising from the use of this software.
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it freely,
-subject to the following restrictions:
-
-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.
-2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
-3. This notice may not be removed or altered from any source distribution.
-*/
-
-#ifndef BT_RAYCAST_TRI_CALLBACK_H
-#define BT_RAYCAST_TRI_CALLBACK_H
-
-#include "BulletCollision/CollisionShapes/btTriangleCallback.h"
-#include "LinearMath/btTransform.h"
-struct btBroadphaseProxy;
-class btConvexShape;
-
-class btTriangleRaycastCallback : public btTriangleCallback
-{
-public:
- //input
- btVector3 m_from;
- btVector3 m_to;
-
- //@BP Mod - allow backface filtering and unflipped normals
- enum EFlags
- {
- kF_None = 0,
- kF_FilterBackfaces = 1 << 0,
- kF_KeepUnflippedNormal = 1 << 1, // Prevents returned face normal getting flipped when a ray hits a back-facing triangle
- ///SubSimplexConvexCastRaytest is the default, even if kF_None is set.
- kF_UseSubSimplexConvexCastRaytest = 1 << 2, // Uses an approximate but faster ray versus convex intersection algorithm
- kF_UseGjkConvexCastRaytest = 1 << 3,
- kF_DisableHeightfieldAccelerator = 1 << 4, //don't use the heightfield raycast accelerator. See https://github.com/bulletphysics/bullet3/pull/2062
- kF_Terminator = 0xFFFFFFFF
- };
- unsigned int m_flags;
-
- btScalar m_hitFraction;
-
- btTriangleRaycastCallback(const btVector3& from, const btVector3& to, unsigned int flags = 0);
-
- virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
-
- virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex) = 0;
-};
-
-class btTriangleConvexcastCallback : public btTriangleCallback
-{
-public:
- const btConvexShape* m_convexShape;
- btTransform m_convexShapeFrom;
- btTransform m_convexShapeTo;
- btTransform m_triangleToWorld;
- btScalar m_hitFraction;
- btScalar m_triangleCollisionMargin;
- btScalar m_allowedPenetration;
-
- btTriangleConvexcastCallback(const btConvexShape* convexShape, const btTransform& convexShapeFrom, const btTransform& convexShapeTo, const btTransform& triangleToWorld, const btScalar triangleCollisionMargin);
-
- virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
-
- virtual btScalar reportHit(const btVector3& hitNormalLocal, const btVector3& hitPointLocal, btScalar hitFraction, int partId, int triangleIndex) = 0;
-};
-
-#endif //BT_RAYCAST_TRI_CALLBACK_H