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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