37 const btVector3& vert0 = triangle[0];
38 const btVector3& vert1 = triangle[1];
39 const btVector3& vert2 = triangle[2];
46 btVector3 triangleNormal;
47 triangleNormal = v10.cross(v20);
49 const btScalar dist = vert0.dot(triangleNormal);
55 if (dist_a * dist_b >=
btScalar(0.0))
66 const btScalar proj_length = dist_a - dist_b;
67 const btScalar distance = (dist_a) / (proj_length);
75 btScalar edge_tolerance = triangleNormal.length2();
87 if ((
btScalar)(cp0.dot(triangleNormal)) >= edge_tolerance)
93 if ((
btScalar)(cp1.dot(triangleNormal)) >= edge_tolerance)
98 if ((
btScalar)(cp2.dot(triangleNormal)) >= edge_tolerance)
102 triangleNormal.normalize();
133 btTriangleShape triangleShape(triangle[0], triangle[1], triangle[2]);
141#ifdef USE_SUBSIMPLEX_CONVEX_CAST
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
btScalar m_hitFraction
time of impact calculation
btConvexShape()
not supported on IBM SDK, until we fix the alignment of btVector3
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual bool calcTimeOfImpact(const btTransform &fromA, const btTransform &toA, const btTransform &fromB, const btTransform &toB, CastResult &result)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btTransform m_triangleToWorld
btTransform m_convexShapeTo
virtual btScalar reportHit(const btVector3 &hitNormalLocal, const btVector3 &hitPointLocal, btScalar hitFraction, int partId, int triangleIndex)=0
const btConvexShape * m_convexShape
btTransform m_convexShapeFrom
btScalar m_triangleCollisionMargin
btScalar m_allowedPenetration
btTriangleConvexcastCallback(const btConvexShape *convexShape, const btTransform &convexShapeFrom, const btTransform &convexShapeTo, const btTransform &triangleToWorld, const btScalar triangleCollisionMargin)
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btTriangleRaycastCallback(const btVector3 &from, const btVector3 &to, unsigned int flags=0)
virtual btScalar reportHit(const btVector3 &hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)=0
btScalar m_allowedPenetration