bounce/include/bounce/bounce.h
Irlan 28367b8108 add b3QHull object
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);
2018-04-17 01:58:36 -03:00

74 lines
2.8 KiB
C

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* 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 BOUNCE_H
#define BOUNCE_H
// Include this file header in your project to directly access Bounce objects.
#include <bounce/common/settings.h>
#include <bounce/common/time.h>
#include <bounce/common/draw.h>
#include <bounce/common/math/math.h>
#include <bounce/collision/gjk/gjk.h>
#include <bounce/collision/sat/sat.h>
#include <bounce/collision/collision.h>
#include <bounce/collision/broad_phase.h>
#include <bounce/collision/shapes/sphere.h>
#include <bounce/collision/shapes/capsule.h>
#include <bounce/collision/shapes/hull.h>
#include <bounce/collision/shapes/box_hull.h>
#include <bounce/collision/shapes/qhull.h>
#include <bounce/collision/shapes/mesh.h>
#include <bounce/collision/shapes/grid_mesh.h>
#include <bounce/dynamics/joints/mouse_joint.h>
#include <bounce/dynamics/joints/spring_joint.h>
#include <bounce/dynamics/joints/weld_joint.h>
#include <bounce/dynamics/joints/sphere_joint.h>
#include <bounce/dynamics/joints/revolute_joint.h>
#include <bounce/dynamics/joints/cone_joint.h>
#include <bounce/dynamics/shapes/sphere_shape.h>
#include <bounce/dynamics/shapes/capsule_shape.h>
#include <bounce/dynamics/shapes/hull_shape.h>
#include <bounce/dynamics/shapes/mesh_shape.h>
#include <bounce/dynamics/contacts/contact.h>
#include <bounce/dynamics/contacts/convex_contact.h>
#include <bounce/dynamics/contacts/mesh_contact.h>
#include <bounce/dynamics/rope/rope.h>
#include <bounce/dynamics/cloth/cloth.h>
#include <bounce/dynamics/cloth/spring_cloth.h>
#include <bounce/dynamics/body.h>
//#include <bounce/dynamics/tree/joints/tree_weld_joint.h>
//#include <bounce/dynamics/tree/joints/tree_prismatic_joint.h>
//#include <bounce/dynamics/tree/joints/tree_revolute_joint.h>
//#include <bounce/dynamics/tree/joints/tree_spherical_joint.h>
//#include <bounce/dynamics/tree/tree_body.h>
//#include <bounce/dynamics/tree/body_tree.h>
#include <bounce/dynamics/world.h>
#include <bounce/dynamics/world_listeners.h>
#endif