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src/BulletCollision/CollisionDispatch/btCollisionObjectWrapper.h
49 строк
2 KB
Xuchen Han
fix the issue that compound objects's child does not get rotated in the material space in interpolationWorldTransform
16 авг 2019, 23:45
16 авг 2019, 23:45
fce1296
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#ifndef BT_COLLISION_OBJECT_WRAPPER_H #define BT_COLLISION_OBJECT_WRAPPER_H ///btCollisionObjectWrapperis an internal data structure. ///Most users can ignore this and use btCollisionObject and btCollisionShape instead class btCollisionShape; class btCollisionObject; class btTransform; #include "LinearMath/btScalar.h" // for SIMD_FORCE_INLINE definition #define BT_DECLARE_STACK_ONLY_OBJECT \ private: \ void* operator new(size_t size); \ void operator delete(void*); struct btCollisionObjectWrapper; struct btCollisionObjectWrapper { BT_DECLARE_STACK_ONLY_OBJECT private: btCollisionObjectWrapper(const btCollisionObjectWrapper&); // not implemented. Not allowed. btCollisionObjectWrapper* operator=(const btCollisionObjectWrapper&); public: const btCollisionObjectWrapper* m_parent; const btCollisionShape* m_shape; const btCollisionObject* m_collisionObject; const btTransform& m_worldTransform; const btTransform* m_preTransform; int m_partId; int m_index; btCollisionObjectWrapper(const btCollisionObjectWrapper* parent, const btCollisionShape* shape, const btCollisionObject* collisionObject, const btTransform& worldTransform, int partId, int index) : m_parent(parent), m_shape(shape), m_collisionObject(collisionObject), m_worldTransform(worldTransform), m_preTransform(NULL), m_partId(partId), m_index(index) { } btCollisionObjectWrapper(const btCollisionObjectWrapper* parent, const btCollisionShape* shape, const btCollisionObject* collisionObject, const btTransform& worldTransform, const btTransform& preTransform, int partId, int index) : m_parent(parent), m_shape(shape), m_collisionObject(collisionObject), m_worldTransform(worldTransform), m_preTransform(&preTransform), m_partId(partId), m_index(index) { } SIMD_FORCE_INLINE const btTransform& getWorldTransform() const { return m_worldTransform; } SIMD_FORCE_INLINE const btCollisionObject* getCollisionObject() const { return m_collisionObject; } SIMD_FORCE_INLINE const btCollisionShape* getCollisionShape() const { return m_shape; } }; #endif //BT_COLLISION_OBJECT_WRAPPER_H