72 lines
3.1 KiB
C
72 lines
3.1 KiB
C
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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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 *
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* use of this software. *
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* *
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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 *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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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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********************************************************************************/
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#ifndef REACTPHYSICS3D_COLLISION_SHAPE_INFO_H
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#define REACTPHYSICS3D_COLLISION_SHAPE_INFO_H
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// Libraries
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#include "shapes/CollisionShape.h"
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/// Namespace ReactPhysics3D
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namespace reactphysics3d {
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// Class CollisionShapeInfo
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/**
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* This structure regroups different things about a collision shape. This is
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* used to pass information about a collision shape to a collision algorithm.
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*/
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struct CollisionShapeInfo {
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public:
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/// Constructor
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CollisionShapeInfo(ProxyShape* proxyCollisionShape, const CollisionShape* shape,
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const Transform& shapeLocalToWorldTransform,
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void** cachedData)
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: proxyShape(proxyCollisionShape), collisionShape(shape),
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shapeToWorldTransform(shapeLocalToWorldTransform),
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cachedCollisionData(cachedData) {
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}
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/// Proxy shape
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ProxyShape* proxyShape;
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/// Pointer to the collision shape
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const CollisionShape* collisionShape;
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/// Transform that maps from collision shape local-space to world-space
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Transform shapeToWorldTransform;
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/// Cached collision data of the proxy shape
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void** cachedCollisionData;
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};
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}
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#endif
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