float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
btActivatingCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo &ci)
btDispatcher * m_dispatcher
btCollisionObject can be used to manage collision detection objects.
btManifoldResult is a helper class to manage contact results.
void setPersistentManifold(btPersistentManifold *manifoldPtr)
btScalar m_closestPointDistanceThreshold
void refreshContactPoints()
btPersistentManifold is a contact point cache, it stays persistent as long as objects are overlapping...
The btSphereShape implements an implicit sphere, centered around a local origin with radius.
btSphereTriangleCollisionAlgorithm(btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool swapped)
virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
virtual ~btSphereTriangleCollisionAlgorithm()
btPersistentManifold * m_manifoldPtr
virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
sphere-triangle to match the btDiscreteCollisionDetectorInterface
virtual void getClosestPoints(const ClosestPointInput &input, Result &output, class btIDebugDraw *debugDraw, bool swapResults=false)
const btCollisionShape * getCollisionShape() const
const btCollisionObject * getCollisionObject() const
const btTransform & getWorldTransform() const
class btIDebugDraw * m_debugDraw