40 #ifndef _physicscollision_h
41 #define _physicscollision_h
43 #include "Physics/physicsenumerations.h"
49 class btPersistentManifold;
50 class btBroadphasePair;
51 class btCollisionAlgorithm;
52 class btManifoldPoint;
60 class CollisionDispatcher;
61 class ParallelCollisionDispatcher;
62 struct CollisionInternalData;
63 class CollidableProxy;
104 btManifoldPoint& GetManifoldPoint(
const Whole& Index);
107 void UpdatePenetrationDistances();
145 virtual void Update();
152 virtual Whole GetNumContactPoints();
172 virtual Real GetAppliedImpulse(
const Whole& Point);
178 virtual Real GetDistance(
const Whole& Point);
bool Boole
Generally acts a single bit, true or false.
float Real
A Datatype used to represent a real floating point number.
This is the base class from which classes that are insertable into the physical world.
std::vector< Real > PenetrationDistances
This stores the distance of each contact point in this collision, for using to track updates...
Used to insulate the interface from the implementation details for bullet.
This is an event class used to track collsions in the physics world.
Used to provide better reporting of collisions.
CollidableProxy * ProxyB
The second CollidableProxy invovled in the collision.
This is a proxy from which physics objects that can collide with each other are handled.
Used to provide better reporting of collisions in a multithreaded environment.
This is simply a place for storing all the Physics Related functions.
CollidableProxy * ProxyA
The first CollidableProxy involved in the collision.
This is used to represent a point in space, or a vector through space.
CollisionInternalData * InternalData
Array of manifolds that apply to this collision.
The bulk of the engine components go in this namspace.
unsigned long Whole
Whole is an unsigned integer, it will be at least 32bits in size.
btCollisionAlgorithm * InternalAlgo
The internal collision class this event is based on.