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- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_BVH_TRIANGLE_MESH_SHAPE_H
- #define BT_BVH_TRIANGLE_MESH_SHAPE_H
- #include "btTriangleMeshShape.h"
- #include "btOptimizedBvh.h"
- #include "bullet/LinearMath/btAlignedAllocator.h"
- #include "btTriangleInfoMap.h"
- ///The btBvhTriangleMeshShape is a static-triangle mesh shape, it can only be used for fixed/non-moving objects.
- ///If you required moving concave triangle meshes, it is recommended to perform convex decomposition
- ///using HACD, see Bullet/Demos/ConvexDecompositionDemo.
- ///Alternatively, you can use btGimpactMeshShape for moving concave triangle meshes.
- ///btBvhTriangleMeshShape has 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.
- ///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.
- ///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk.
- ///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example.
- ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
- {
- btOptimizedBvh* m_bvh;
- btTriangleInfoMap* m_triangleInfoMap;
- bool m_useQuantizedAabbCompression;
- bool m_ownsBvh;
- bool m_pad[11];////need padding due to alignment
- public:
- BT_DECLARE_ALIGNED_ALLOCATOR();
-
- btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true);
- ///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb
- btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax, bool buildBvh = true);
-
- virtual ~btBvhTriangleMeshShape();
- bool getOwnsBvh () const
- {
- return m_ownsBvh;
- }
-
- void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
- void performConvexcast (btTriangleCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax);
- virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
- void refitTree(const btVector3& aabbMin,const btVector3& aabbMax);
- ///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinks
- void partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax);
- //debugging
- virtual const char* getName()const {return "BVHTRIANGLEMESH";}
- virtual void setLocalScaling(const btVector3& scaling);
-
- btOptimizedBvh* getOptimizedBvh()
- {
- return m_bvh;
- }
- void setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& localScaling=btVector3(1,1,1));
- void buildOptimizedBvh();
- bool usesQuantizedAabbCompression() const
- {
- return m_useQuantizedAabbCompression;
- }
- void setTriangleInfoMap(btTriangleInfoMap* triangleInfoMap)
- {
- m_triangleInfoMap = triangleInfoMap;
- }
- const btTriangleInfoMap* getTriangleInfoMap() const
- {
- return m_triangleInfoMap;
- }
-
- btTriangleInfoMap* getTriangleInfoMap()
- {
- return m_triangleInfoMap;
- }
- virtual int calculateSerializeBufferSize() const;
- ///fills the dataBuffer and returns the struct name (and 0 on failure)
- virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
- virtual void serializeSingleBvh(btSerializer* serializer) const;
- virtual void serializeSingleTriangleInfoMap(btSerializer* serializer) const;
- };
- ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
- struct btTriangleMeshShapeData
- {
- btCollisionShapeData m_collisionShapeData;
- btStridingMeshInterfaceData m_meshInterface;
- btQuantizedBvhFloatData *m_quantizedFloatBvh;
- btQuantizedBvhDoubleData *m_quantizedDoubleBvh;
- btTriangleInfoMapData *m_triangleInfoMap;
-
- float m_collisionMargin;
- char m_pad3[4];
-
- };
- SIMD_FORCE_INLINE int btBvhTriangleMeshShape::calculateSerializeBufferSize() const
- {
- return sizeof(btTriangleMeshShapeData);
- }
- #endif //BT_BVH_TRIANGLE_MESH_SHAPE_H
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