Difference between revisions of "NewtonUserMeshCollisionCollideDesc"

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dFloat m_boxDistanceTravel[4]; // OUT: max distance that box bpxP0 and boxP1 can travel on this timestep, used this for continue collision mode.
 
dFloat m_boxDistanceTravel[4]; // OUT: max distance that box bpxP0 and boxP1 can travel on this timestep, used this for continue collision mode.
 
int m_threadNumber; // READ: index of newton thread that called callback
 
int m_threadNumber; // READ: index of newton thread that called callback
int m_faceCount;                       // OUT: App should set this to the number of faces in the returned polygon set.
+
int m_faceCount; // OUT: App should set this to the number of faces in the returned polygon set.
int m_vertexStrideInBytes;             // OUT: App should set here the size of each vertex.
+
int m_vertexStrideInBytes; // OUT: App should set here the size of each vertex.
dFloat m_skinThickness;                     // OUT: this is the minimum skin separation specified by the material between these two colliding shapes
+
dFloat m_skinThickness; // OUT: this is the minimum skin separation specified by the material between these two colliding shapes
void* m_userData;                       // READ: UserData of user mesh collision
+
void* m_userData; // READ: UserData of user mesh collision
NewtonBody* m_objBody;                 // READ: Body that is colliding with user mesh
+
NewtonBody* m_objBody; // READ: Body that is colliding with user mesh
NewtonBody* m_polySoupBody;             // READ: User mesh collision
+
NewtonBody* m_polySoupBody; // READ: User mesh collision
 
NewtonCollision* m_objCollision; // READ: collision shape of body that is colliding with user mesh
 
NewtonCollision* m_objCollision; // READ: collision shape of body that is colliding with user mesh
 
NewtonCollision* m_polySoupCollision; // READ: collision shape of user mesh collision
 
NewtonCollision* m_polySoupCollision; // READ: collision shape of user mesh collision
dFloat* m_vertex;                       // OUT: App should set this pointer to the vertex array for the intersection polygon set.
+
dFloat* m_vertex; // OUT: App should set this pointer to the vertex array for the intersection polygon set.
int* m_faceIndexCount;                 // OUT: App should set here the pointer to the vertex count of each face.
+
int* m_faceIndexCount; // OUT: App should set here the pointer to the vertex count of each face.
int* m_faceVertexIndex;                 // OUT: App should set here the pointer index array for each vertex on a face.
+
int* m_faceVertexIndex; // OUT: App should set here the pointer index array for each vertex on a face.
 
} NewtonUserMeshCollisionCollideDesc;
 
} NewtonUserMeshCollisionCollideDesc;
  
 
</source>
 
</source>

Revision as of 09:03, 3 October 2019

	typedef struct NewtonUserMeshCollisionCollideDesc
	{
		dFloat m_boxP0[4];				// READ: lower bounding box of intersection query in local space
		dFloat m_boxP1[4];				// READ: upper bounding box of intersection query in local space
		dFloat m_boxDistanceTravel[4];			// OUT: max distance that box bpxP0 and boxP1 can travel on this timestep, used this for continue collision mode.
		int m_threadNumber;				// READ: index of newton thread that called callback
		int	m_faceCount;				// OUT: App should set this to the number of faces in the returned polygon set.
		int m_vertexStrideInBytes;			// OUT: App should set here the size of each vertex.
		dFloat m_skinThickness;				// OUT: this is the minimum skin separation specified by the material between these two colliding shapes
		void* m_userData;				// READ: UserData of user mesh collision
		NewtonBody* m_objBody;				// READ: Body that is colliding with user mesh
		NewtonBody* m_polySoupBody;			// READ: User mesh collision
		NewtonCollision* m_objCollision;		// READ: collision shape of body that is colliding with user mesh
		NewtonCollision* m_polySoupCollision;		// READ: collision shape of user mesh collision
		dFloat* m_vertex;				// OUT: App should set this pointer to the vertex array for the intersection polygon set.
		int* m_faceIndexCount;				// OUT: App should set here the pointer to the vertex count of each face.
		int* m_faceVertexIndex;				// OUT: App should set here the pointer index array for each vertex on a face.
	} NewtonUserMeshCollisionCollideDesc;