b3QHull allows users to create hull shapes from a list of points quickly. Example usage: vec3* points = 0; uint count = create_points(points); b3QHull hull; hull.Set(points, count);
74 lines
2.8 KiB
C
74 lines
2.8 KiB
C
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BOUNCE_H
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#define BOUNCE_H
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// Include this file header in your project to directly access Bounce objects.
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#include <bounce/common/settings.h>
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#include <bounce/common/time.h>
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#include <bounce/common/draw.h>
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#include <bounce/common/math/math.h>
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#include <bounce/collision/gjk/gjk.h>
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#include <bounce/collision/sat/sat.h>
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#include <bounce/collision/collision.h>
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#include <bounce/collision/broad_phase.h>
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#include <bounce/collision/shapes/sphere.h>
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#include <bounce/collision/shapes/capsule.h>
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#include <bounce/collision/shapes/hull.h>
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#include <bounce/collision/shapes/box_hull.h>
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#include <bounce/collision/shapes/qhull.h>
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#include <bounce/collision/shapes/mesh.h>
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#include <bounce/collision/shapes/grid_mesh.h>
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#include <bounce/dynamics/joints/mouse_joint.h>
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#include <bounce/dynamics/joints/spring_joint.h>
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#include <bounce/dynamics/joints/weld_joint.h>
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#include <bounce/dynamics/joints/sphere_joint.h>
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#include <bounce/dynamics/joints/revolute_joint.h>
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#include <bounce/dynamics/joints/cone_joint.h>
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#include <bounce/dynamics/shapes/sphere_shape.h>
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#include <bounce/dynamics/shapes/capsule_shape.h>
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#include <bounce/dynamics/shapes/hull_shape.h>
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#include <bounce/dynamics/shapes/mesh_shape.h>
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#include <bounce/dynamics/contacts/contact.h>
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#include <bounce/dynamics/contacts/convex_contact.h>
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#include <bounce/dynamics/contacts/mesh_contact.h>
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#include <bounce/dynamics/rope/rope.h>
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#include <bounce/dynamics/cloth/cloth.h>
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#include <bounce/dynamics/cloth/spring_cloth.h>
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#include <bounce/dynamics/body.h>
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//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_prismatic_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_revolute_joint.h>
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//#include <bounce/dynamics/tree/joints/tree_spherical_joint.h>
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//#include <bounce/dynamics/tree/tree_body.h>
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//#include <bounce/dynamics/tree/body_tree.h>
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#include <bounce/dynamics/world.h>
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#include <bounce/dynamics/world_listeners.h>
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#endif |