godot/thirdparty/bullet/BulletCollision/CollisionDispatch/btInternalEdgeUtility.h

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#ifndef BT_INTERNAL_EDGE_UTILITY_H
#define BT_INTERNAL_EDGE_UTILITY_H
#include "LinearMath/btHashMap.h"
#include "LinearMath/btVector3.h"
#include "BulletCollision/CollisionShapes/btTriangleInfoMap.h"
///The btInternalEdgeUtility helps to avoid or reduce artifacts due to wrong collision normals caused by internal edges.
///See also http://code.google.com/p/bullet/issues/detail?id=27
class btBvhTriangleMeshShape;
class btCollisionObject;
struct btCollisionObjectWrapper;
class btManifoldPoint;
class btIDebugDraw;
class btHeightfieldTerrainShape;
enum btInternalEdgeAdjustFlags
{
BT_TRIANGLE_CONVEX_BACKFACE_MODE = 1,
BT_TRIANGLE_CONCAVE_DOUBLE_SIDED = 2, //double sided options are experimental, single sided is recommended
BT_TRIANGLE_CONVEX_DOUBLE_SIDED = 4
};
///Call btGenerateInternalEdgeInfo to create triangle info, store in the shape 'userInfo'
void btGenerateInternalEdgeInfo(btBvhTriangleMeshShape* trimeshShape, btTriangleInfoMap* triangleInfoMap);
void btGenerateInternalEdgeInfo(btHeightfieldTerrainShape* trimeshShape, btTriangleInfoMap* triangleInfoMap);
///Call the btFixMeshNormal to adjust the collision normal, using the triangle info map (generated using btGenerateInternalEdgeInfo)
///If this info map is missing, or the triangle is not store in this map, nothing will be done
void btAdjustInternalEdgeContacts(btManifoldPoint& cp, const btCollisionObjectWrapper* trimeshColObj0Wrap, const btCollisionObjectWrapper* otherColObj1Wrap, int partId0, int index0, int normalAdjustFlags = 0);
///Enable the BT_INTERNAL_EDGE_DEBUG_DRAW define and call btSetDebugDrawer, to get visual info to see if the internal edge utility works properly.
///If the utility doesn't work properly, you might have to adjust the threshold values in btTriangleInfoMap
//#define BT_INTERNAL_EDGE_DEBUG_DRAW
#ifdef BT_INTERNAL_EDGE_DEBUG_DRAW
void btSetDebugDrawer(btIDebugDraw* debugDrawer);
#endif //BT_INTERNAL_EDGE_DEBUG_DRAW
#endif //BT_INTERNAL_EDGE_UTILITY_H