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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.
+*/
+
+///Contains contributions from Disney Studio's
+
+#ifndef B3_OPTIMIZED_BVH_H
+#define B3_OPTIMIZED_BVH_H
+
+#include "b3QuantizedBvh.h"
+
+class b3StridingMeshInterface;
+
+
+///The b3OptimizedBvh extends the b3QuantizedBvh to create AABB tree for triangle meshes, through the b3StridingMeshInterface.
+B3_ATTRIBUTE_ALIGNED16(class) b3OptimizedBvh : public b3QuantizedBvh
+{
+
+public:
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+protected:
+
+public:
+
+ b3OptimizedBvh();
+
+ virtual ~b3OptimizedBvh();
+
+ void build(b3StridingMeshInterface* triangles,bool useQuantizedAabbCompression, const b3Vector3& bvhAabbMin, const b3Vector3& bvhAabbMax);
+
+ void refit(b3StridingMeshInterface* triangles,const b3Vector3& aabbMin,const b3Vector3& aabbMax);
+
+ void refitPartial(b3StridingMeshInterface* triangles,const b3Vector3& aabbMin, const b3Vector3& aabbMax);
+
+ void updateBvhNodes(b3StridingMeshInterface* meshInterface,int firstNode,int endNode,int index);
+
+ /// Data buffer MUST be 16 byte aligned
+ virtual bool serializeInPlace(void *o_alignedDataBuffer, unsigned i_dataBufferSize, bool i_swapEndian) const
+ {
+ return b3QuantizedBvh::serialize(o_alignedDataBuffer,i_dataBufferSize,i_swapEndian);
+
+ }
+
+ ///deSerializeInPlace loads and initializes a BVH from a buffer in memory 'in place'
+ static b3OptimizedBvh *deSerializeInPlace(void *i_alignedDataBuffer, unsigned int i_dataBufferSize, bool i_swapEndian);
+
+
+};
+
+
+#endif //B3_OPTIMIZED_BVH_H
+
+