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diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h
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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;
-};
-
-// clang-format off
-
-///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];
-
-};
-
-// clang-format on
-
-SIMD_FORCE_INLINE int btBvhTriangleMeshShape::calculateSerializeBufferSize() const
-{
- return sizeof(btTriangleMeshShapeData);
-}
-
-#endif //BT_BVH_TRIANGLE_MESH_SHAPE_H