76 lines
2.7 KiB
C
76 lines
2.7 KiB
C
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BVH_TRIANGLE_MESH_SHAPE_H
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#define BVH_TRIANGLE_MESH_SHAPE_H
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#include "btTriangleMeshShape.h"
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#include "btOptimizedBvh.h"
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///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
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///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
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{
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btOptimizedBvh* m_bvh;
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bool m_useQuantizedAabbCompression;
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bool m_pad[12];////need padding due to alignment
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public:
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btBvhTriangleMeshShape() :btTriangleMeshShape(0) {};
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btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression);
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///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb
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btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax);
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virtual ~btBvhTriangleMeshShape();
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/*
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virtual int getShapeType() const
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{
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return TRIANGLE_MESH_SHAPE_PROXYTYPE;
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}
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*/
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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void refitTree();
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///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinks
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void partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax);
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//debugging
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virtual const char* getName()const {return "BVHTRIANGLEMESH";}
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virtual void setLocalScaling(const btVector3& scaling);
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btOptimizedBvh* getOptimizedBvh()
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{
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return m_bvh;
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}
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bool usesQuantizedAabbCompression() const
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{
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return m_useQuantizedAabbCompression;
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}
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}
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;
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#endif //BVH_TRIANGLE_MESH_SHAPE_H
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