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