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source: code/trunk/src/external/bullet/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h @ 8351

Last change on this file since 8351 was 8351, checked in by rgrieder, 13 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15#ifndef CONVEX_TRIANGLEMESH_SHAPE_H
16#define CONVEX_TRIANGLEMESH_SHAPE_H
17
18
19#include "btPolyhedralConvexShape.h"
20#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" // for the types
21
22
23/// The btConvexTriangleMeshShape is a convex hull of a triangle mesh, but the performance is not as good as btConvexHullShape.
24/// A small benefit of this class is that it uses the btStridingMeshInterface, so you can avoid the duplication of the triangle mesh data. Nevertheless, most users should use the much better performing btConvexHullShape instead.
25class btConvexTriangleMeshShape : public btPolyhedralConvexAabbCachingShape
26{
27
28        class btStridingMeshInterface*  m_stridingMesh;
29
30public:
31        btConvexTriangleMeshShape(btStridingMeshInterface* meshInterface, bool calcAabb = true);
32
33        class btStridingMeshInterface*  getMeshInterface()
34        {
35                return m_stridingMesh;
36        }
37        const class btStridingMeshInterface* getMeshInterface() const
38        {
39                return m_stridingMesh;
40        }
41       
42        virtual btVector3       localGetSupportingVertex(const btVector3& vec)const;
43        virtual btVector3       localGetSupportingVertexWithoutMargin(const btVector3& vec)const;
44        virtual void    batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const;
45       
46        //debugging
47        virtual const char*     getName()const {return "ConvexTrimesh";}
48       
49        virtual int     getNumVertices() const;
50        virtual int getNumEdges() const;
51        virtual void getEdge(int i,btVector3& pa,btVector3& pb) const;
52        virtual void getVertex(int i,btVector3& vtx) const;
53        virtual int     getNumPlanes() const;
54        virtual void getPlane(btVector3& planeNormal,btVector3& planeSupport,int i ) const;
55        virtual bool isInside(const btVector3& pt,btScalar tolerance) const;
56
57       
58        virtual void    setLocalScaling(const btVector3& scaling);
59        virtual const btVector3& getLocalScaling() const;
60
61        ///computes the exact moment of inertia and the transform from the coordinate system defined by the principal axes of the moment of inertia
62        ///and the center of mass to the current coordinate system. A mass of 1 is assumed, for other masses just multiply the computed "inertia"
63        ///by the mass. The resulting transform "principal" has to be applied inversely to the mesh in order for the local coordinate system of the
64        ///shape to be centered at the center of mass and to coincide with the principal axes. This also necessitates a correction of the world transform
65        ///of the collision object by the principal transform. This method also computes the volume of the convex mesh.
66        void calculatePrincipalAxisTransform(btTransform& principal, btVector3& inertia, btScalar& volume) const;
67
68};
69
70
71
72#endif //CONVEX_TRIANGLEMESH_SHAPE_H
73
74
75
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