| [1963] | 1 | /* | 
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|  | 2 | Bullet Continuous Collision Detection and Physics Library | 
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|  | 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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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 BVH_TRIANGLE_MESH_SHAPE_H | 
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|  | 17 | #define 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 |  | 
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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 | bool m_useQuantizedAabbCompression; | 
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|  | 33 | bool m_ownsBvh; | 
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|  | 34 | bool m_pad[11];////need padding due to alignment | 
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|  | 35 |  | 
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|  | 36 | public: | 
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|  | 37 |  | 
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|  | 38 | BT_DECLARE_ALIGNED_ALLOCATOR(); | 
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|  | 39 |  | 
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|  | 40 | btBvhTriangleMeshShape() : btTriangleMeshShape(0),m_bvh(0),m_ownsBvh(false) {m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE;}; | 
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|  | 41 | btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true); | 
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|  | 42 |  | 
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|  | 43 | ///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb | 
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|  | 44 | btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax, bool buildBvh = true); | 
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|  | 45 |  | 
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|  | 46 | virtual ~btBvhTriangleMeshShape(); | 
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|  | 47 |  | 
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|  | 48 | bool getOwnsBvh () const | 
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|  | 49 | { | 
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|  | 50 | return m_ownsBvh; | 
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|  | 51 | } | 
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|  | 52 |  | 
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|  | 53 |  | 
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|  | 54 |  | 
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|  | 55 | void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget); | 
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|  | 56 | void performConvexcast (btTriangleCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax); | 
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|  | 57 |  | 
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|  | 58 | virtual void    processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const; | 
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|  | 59 |  | 
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|  | 60 | void    refitTree(const btVector3& aabbMin,const btVector3& aabbMax); | 
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|  | 61 |  | 
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|  | 62 | ///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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|  | 63 | void    partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax); | 
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|  | 64 |  | 
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|  | 65 | //debugging | 
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|  | 66 | virtual const char*     getName()const {return "BVHTRIANGLEMESH";} | 
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|  | 67 |  | 
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|  | 68 |  | 
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|  | 69 | virtual void    setLocalScaling(const btVector3& scaling); | 
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|  | 70 |  | 
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|  | 71 | btOptimizedBvh* getOptimizedBvh() | 
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|  | 72 | { | 
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|  | 73 | return m_bvh; | 
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|  | 74 | } | 
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|  | 75 |  | 
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|  | 76 |  | 
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|  | 77 | void    setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& localScaling=btVector3(1,1,1)); | 
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|  | 78 |  | 
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|  | 79 | bool    usesQuantizedAabbCompression() const | 
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|  | 80 | { | 
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|  | 81 | return  m_useQuantizedAabbCompression; | 
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|  | 82 | } | 
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|  | 83 | } | 
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|  | 84 | ; | 
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|  | 85 |  | 
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|  | 86 | #endif //BVH_TRIANGLE_MESH_SHAPE_H | 
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