reactphysics3d/src/collision/CollisionShapeInfo.h

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* 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 REACTPHYSICS3D_COLLISION_SHAPE_INFO_H
#define REACTPHYSICS3D_COLLISION_SHAPE_INFO_H
// Libraries
#include "shapes/CollisionShape.h"
/// Namespace ReactPhysics3D
namespace reactphysics3d {
// Class CollisionShapeInfo
/**
* This structure regroups different things about a collision shape. This is
* used to pass information about a collision shape to a collision algorithm.
*/
struct CollisionShapeInfo {
public:
/// Constructor
CollisionShapeInfo(ProxyShape* proxyCollisionShape, const CollisionShape* shape,
const Transform& shapeLocalToWorldTransform,
void** cachedData)
: proxyShape(proxyCollisionShape), collisionShape(shape),
shapeToWorldTransform(shapeLocalToWorldTransform),
cachedCollisionData(cachedData) {
}
/// Proxy shape
ProxyShape* proxyShape;
/// Pointer to the collision shape
const CollisionShape* collisionShape;
/// Transform that maps from collision shape local-space to world-space
Transform shapeToWorldTransform;
/// Cached collision data of the proxy shape
void** cachedCollisionData;
};
}
#endif