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Diffstat (limited to 'thirdparty/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h')
-rw-r--r-- | thirdparty/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h | 149 |
1 files changed, 0 insertions, 149 deletions
diff --git a/thirdparty/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h b/thirdparty/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h deleted file mode 100644 index 1fa4995d16..0000000000 --- a/thirdparty/bullet/src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h +++ /dev/null @@ -1,149 +0,0 @@ -/* -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 |