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Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/

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.


#include "btTriangleMeshShape.h"
#include "btOptimizedBvh.h"

///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape

      btOptimizedBvh*   m_bvh;
      bool m_useQuantizedAabbCompression;
      bool m_pad[12];////need padding due to alignment


      btBvhTriangleMeshShape() :btTriangleMeshShape(0) {};
      btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression);

      ///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);
      virtual ~btBvhTriangleMeshShape();

      virtual int getShapeType() const

      virtual void      processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;

      void  refitTree();

      ///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);

      virtual char*     getName()const {return "BVHTRIANGLEMESH";}

      virtual void      setLocalScaling(const btVector3& scaling);
      btOptimizedBvh*   getOptimizedBvh()
            return m_bvh;
      bool  usesQuantizedAabbCompression() const
            return      m_useQuantizedAabbCompression;


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