2022-03-17 23:20:34 +01:00
# ifndef B3_TRIANGLE_CALLBACK_H
# define B3_TRIANGLE_CALLBACK_H
2022-03-15 13:29:32 +01:00
/*
Bullet Continuous Collision Detection and Physics Library
Copyright ( c ) 2003 - 2009 Erwin Coumans http : //bulletphysics.org
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 .
*/
2022-03-17 23:20:34 +01:00
2022-03-15 13:29:32 +01:00
# include "Bullet3Common/b3Vector3.h"
///The b3TriangleCallback provides a callback for each overlapping triangle when calling processAllTriangles.
///This callback is called by processAllTriangles for all b3ConcaveShape derived class, such as b3BvhTriangleMeshShape, b3StaticPlaneShape and b3HeightfieldTerrainShape.
class b3TriangleCallback
{
public :
virtual ~ b3TriangleCallback ( ) ;
virtual void processTriangle ( b3Vector3 * triangle , int partId , int triangleIndex ) = 0 ;
} ;
class b3InternalTriangleIndexCallback
{
public :
virtual ~ b3InternalTriangleIndexCallback ( ) ;
virtual void internalProcessTriangleIndex ( b3Vector3 * triangle , int partId , int triangleIndex ) = 0 ;
} ;
# endif //B3_TRIANGLE_CALLBACK_H