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One-Touch Casual 3D Game Based on OpenGL ES 2.0 3D Engine with Lua, Bullet, and Vorbis Support

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8 Nov 2012CPOL5 min read 50.5K   3.3K   18  
Android-x86 native game-engine - without JNI
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, 
including commercial applications, and to alter it and redistribute it freely, 
subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/

#ifndef BT_SOFT_SOFT_COLLISION_ALGORITHM_H
#define BT_SOFT_SOFT_COLLISION_ALGORITHM_H

#include "btCollisionAlgorithm.h"
#include "btBroadphaseProxy.h"
#include "btDispatcher.h"
#include "btCollisionCreateFunc.h"

class btPersistentManifold;
class btSoftBody;

///collision detection between two btSoftBody shapes
class btSoftSoftCollisionAlgorithm : public btCollisionAlgorithm
{
	bool	m_ownManifold;
	btPersistentManifold*	m_manifoldPtr;

	btSoftBody*	m_softBody0;
	btSoftBody*	m_softBody1;


public:
	btSoftSoftCollisionAlgorithm(const btCollisionAlgorithmConstructionInfo& ci)
		: btCollisionAlgorithm(ci) {}

	virtual void processCollision (btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

	virtual btScalar calculateTimeOfImpact(btCollisionObject* body0,btCollisionObject* body1,const btDispatcherInfo& dispatchInfo,btManifoldResult* resultOut);

	virtual	void	getAllContactManifolds(btManifoldArray&	manifoldArray)
	{
		if (m_manifoldPtr && m_ownManifold)
			manifoldArray.push_back(m_manifoldPtr);
	}

	btSoftSoftCollisionAlgorithm(btPersistentManifold* mf,const btCollisionAlgorithmConstructionInfo& ci,btCollisionObject* body0,btCollisionObject* body1);

	virtual ~btSoftSoftCollisionAlgorithm();

	struct CreateFunc :public 	btCollisionAlgorithmCreateFunc
	{
		virtual	btCollisionAlgorithm* CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo& ci, btCollisionObject* body0,btCollisionObject* body1)
		{
			int bbsize = sizeof(btSoftSoftCollisionAlgorithm);
			void* ptr = ci.m_dispatcher1->allocateCollisionAlgorithm(bbsize);
			return new(ptr) btSoftSoftCollisionAlgorithm(0,ci,body0,body1);
		}
	};

};

#endif //BT_SOFT_SOFT_COLLISION_ALGORITHM_H


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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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