150 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			150 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | /*
 | ||
|  | 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 "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; | ||
|  | #ifdef __clang__
 | ||
|  | 	bool m_pad[11] __attribute__((unused));////need padding due to alignment
 | ||
|  | #else
 | ||
|  | 	bool m_pad[11];////need padding due to alignment
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | 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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