| 1 | /* |
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| 2 | Bullet Continuous Collision Detection and Physics Library |
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| 3 | Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
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| 4 | |
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| 5 | This software is provided 'as-is', without any express or implied warranty. |
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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| 7 | Permission is granted to anyone to use this software for any purpose, |
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| 8 | including commercial applications, and to alter it and redistribute it freely, |
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| 9 | subject to the following restrictions: |
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| 10 | |
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| 11 | 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. |
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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| 13 | 3. This notice may not be removed or altered from any source distribution. |
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| 14 | */ |
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| 15 | |
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| 16 | #ifndef BT_BVH_TRIANGLE_MESH_SHAPE_H |
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| 17 | #define BT_BVH_TRIANGLE_MESH_SHAPE_H |
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| 18 | |
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| 19 | #include "btTriangleMeshShape.h" |
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| 20 | #include "btOptimizedBvh.h" |
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| 21 | #include "LinearMath/btAlignedAllocator.h" |
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| 22 | #include "btTriangleInfoMap.h" |
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| 23 | |
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| 24 | ///The btBvhTriangleMeshShape is a static-triangle mesh shape with several optimizations, such as bounding volume hierarchy and cache friendly traversal for PlayStation 3 Cell SPU. It is recommended to enable useQuantizedAabbCompression for better memory usage. |
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| 25 | ///It takes a triangle mesh as input, for example a btTriangleMesh or btTriangleIndexVertexArray. The btBvhTriangleMeshShape class allows for triangle mesh deformations by a refit or partialRefit method. |
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| 26 | ///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk. |
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| 27 | ///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example. |
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| 28 | ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape |
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| 29 | { |
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| 30 | |
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| 31 | btOptimizedBvh* m_bvh; |
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| 32 | btTriangleInfoMap* m_triangleInfoMap; |
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| 33 | |
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| 34 | bool m_useQuantizedAabbCompression; |
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| 35 | bool m_ownsBvh; |
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| 36 | bool m_pad[11];////need padding due to alignment |
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| 37 | |
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| 38 | public: |
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| 39 | |
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| 40 | BT_DECLARE_ALIGNED_ALLOCATOR(); |
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| 41 | |
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| 42 | |
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| 43 | btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true); |
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| 44 | |
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| 45 | ///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb |
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| 46 | btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax, bool buildBvh = true); |
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| 47 | |
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| 48 | virtual ~btBvhTriangleMeshShape(); |
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| 49 | |
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| 50 | bool getOwnsBvh () const |
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| 51 | { |
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| 52 | return m_ownsBvh; |
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| 53 | } |
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| 54 | |
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| 55 | |
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| 56 | |
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| 57 | void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget); |
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| 58 | void performConvexcast (btTriangleCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax); |
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| 59 | |
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| 60 | virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const; |
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| 61 | |
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| 62 | void refitTree(const btVector3& aabbMin,const btVector3& aabbMax); |
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| 63 | |
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| 64 | ///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinks |
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| 65 | void partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax); |
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| 66 | |
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| 67 | //debugging |
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| 68 | virtual const char* getName()const {return "BVHTRIANGLEMESH";} |
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| 69 | |
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| 70 | |
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| 71 | virtual void setLocalScaling(const btVector3& scaling); |
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| 72 | |
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| 73 | btOptimizedBvh* getOptimizedBvh() |
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| 74 | { |
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| 75 | return m_bvh; |
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| 76 | } |
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| 77 | |
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| 78 | void setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& localScaling=btVector3(1,1,1)); |
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| 79 | |
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| 80 | void buildOptimizedBvh(); |
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| 81 | |
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| 82 | bool usesQuantizedAabbCompression() const |
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| 83 | { |
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| 84 | return m_useQuantizedAabbCompression; |
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| 85 | } |
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| 86 | |
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| 87 | void setTriangleInfoMap(btTriangleInfoMap* triangleInfoMap) |
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| 88 | { |
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| 89 | m_triangleInfoMap = triangleInfoMap; |
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| 90 | } |
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| 91 | |
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| 92 | const btTriangleInfoMap* getTriangleInfoMap() const |
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| 93 | { |
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| 94 | return m_triangleInfoMap; |
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| 95 | } |
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| 96 | |
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| 97 | btTriangleInfoMap* getTriangleInfoMap() |
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| 98 | { |
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| 99 | return m_triangleInfoMap; |
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| 100 | } |
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| 101 | |
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| 102 | virtual int calculateSerializeBufferSize() const; |
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| 103 | |
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| 104 | ///fills the dataBuffer and returns the struct name (and 0 on failure) |
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| 105 | virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const; |
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| 106 | |
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| 107 | virtual void serializeSingleBvh(btSerializer* serializer) const; |
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| 108 | |
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| 109 | virtual void serializeSingleTriangleInfoMap(btSerializer* serializer) const; |
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| 110 | |
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| 111 | }; |
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| 112 | |
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| 113 | ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64 |
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| 114 | struct btTriangleMeshShapeData |
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| 115 | { |
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| 116 | btCollisionShapeData m_collisionShapeData; |
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| 117 | |
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| 118 | btStridingMeshInterfaceData m_meshInterface; |
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| 119 | |
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| 120 | btQuantizedBvhFloatData *m_quantizedFloatBvh; |
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| 121 | btQuantizedBvhDoubleData *m_quantizedDoubleBvh; |
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| 122 | |
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| 123 | btTriangleInfoMapData *m_triangleInfoMap; |
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| 124 | |
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| 125 | float m_collisionMargin; |
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| 126 | |
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| 127 | char m_pad3[4]; |
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| 128 | |
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| 129 | }; |
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| 130 | |
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| 131 | |
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| 132 | SIMD_FORCE_INLINE int btBvhTriangleMeshShape::calculateSerializeBufferSize() const |
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| 133 | { |
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| 134 | return sizeof(btTriangleMeshShapeData); |
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| 135 | } |
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| 136 | |
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| 137 | |
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| 138 | |
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| 139 | #endif //BT_BVH_TRIANGLE_MESH_SHAPE_H |
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