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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"
#include "LinearMath/btAlignedAllocator.h"

///The btBvhTriangleMeshShape is a static-triangle mesh shape with 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;
      bool m_useQuantizedAabbCompression;
      bool m_ownsBvh;
      bool m_pad[11];////need padding due to alignment



      btBvhTriangleMeshShape() :btTriangleMeshShape(0),m_bvh(0),m_ownsBvh(false) {};
      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;

      virtual int getShapeType() const
      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);

      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));

      bool  usesQuantizedAabbCompression() const
            return      m_useQuantizedAabbCompression;


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