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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 "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