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      1 /*
      2 Bullet Continuous Collision Detection and Physics Library
      3 Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
      4 
      5 This software is provided 'as-is', without any express or implied warranty.
      6 In no event will the authors be held liable for any damages arising from the use of this software.
      7 Permission is granted to anyone to use this software for any purpose,
      8 including commercial applications, and to alter it and redistribute it freely,
      9 subject to the following restrictions:
     10 
     11 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.
     12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
     13 3. This notice may not be removed or altered from any source distribution.
     14 */
     15 
     16 #ifndef BT_BVH_TRIANGLE_MESH_SHAPE_H
     17 #define BT_BVH_TRIANGLE_MESH_SHAPE_H
     18 
     19 #include "btTriangleMeshShape.h"
     20 #include "btOptimizedBvh.h"
     21 #include "LinearMath/btAlignedAllocator.h"
     22 #include "btTriangleInfoMap.h"
     23 
     24 ///The btBvhTriangleMeshShape is a static-triangle mesh shape, it can only be used for fixed/non-moving objects.
     25 ///If you required moving concave triangle meshes, it is recommended to perform convex decomposition
     26 ///using HACD, see Bullet/Demos/ConvexDecompositionDemo.
     27 ///Alternatively, you can use btGimpactMeshShape for moving concave triangle meshes.
     28 ///btBvhTriangleMeshShape has several optimizations, such as bounding volume hierarchy and
     29 ///cache friendly traversal for PlayStation 3 Cell SPU.
     30 ///It is recommended to enable useQuantizedAabbCompression for better memory usage.
     31 ///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.
     32 ///Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk.
     33 ///See Demos\ConcaveDemo\ConcavePhysicsDemo.cpp for an example.
     34 ATTRIBUTE_ALIGNED16(class) btBvhTriangleMeshShape : public btTriangleMeshShape
     35 {
     36 
     37 	btOptimizedBvh*	m_bvh;
     38 	btTriangleInfoMap*	m_triangleInfoMap;
     39 
     40 	bool m_useQuantizedAabbCompression;
     41 	bool m_ownsBvh;
     42 	bool m_pad[11];////need padding due to alignment
     43 
     44 public:
     45 
     46 	BT_DECLARE_ALIGNED_ALLOCATOR();
     47 
     48 
     49 	btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh = true);
     50 
     51 	///optionally pass in a larger bvh aabb, used for quantization. This allows for deformations within this aabb
     52 	btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression,const btVector3& bvhAabbMin,const btVector3& bvhAabbMax, bool buildBvh = true);
     53 
     54 	virtual ~btBvhTriangleMeshShape();
     55 
     56 	bool getOwnsBvh () const
     57 	{
     58 		return m_ownsBvh;
     59 	}
     60 
     61 
     62 
     63 	void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget);
     64 	void performConvexcast (btTriangleCallback* callback, const btVector3& boxSource, const btVector3& boxTarget, const btVector3& boxMin, const btVector3& boxMax);
     65 
     66 	virtual void	processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
     67 
     68 	void	refitTree(const btVector3& aabbMin,const btVector3& aabbMax);
     69 
     70 	///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinks
     71 	void	partialRefitTree(const btVector3& aabbMin,const btVector3& aabbMax);
     72 
     73 	//debugging
     74 	virtual const char*	getName()const {return "BVHTRIANGLEMESH";}
     75 
     76 
     77 	virtual void	setLocalScaling(const btVector3& scaling);
     78 
     79 	btOptimizedBvh*	getOptimizedBvh()
     80 	{
     81 		return m_bvh;
     82 	}
     83 
     84 	void	setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& localScaling=btVector3(1,1,1));
     85 
     86 	void    buildOptimizedBvh();
     87 
     88 	bool	usesQuantizedAabbCompression() const
     89 	{
     90 		return	m_useQuantizedAabbCompression;
     91 	}
     92 
     93 	void	setTriangleInfoMap(btTriangleInfoMap* triangleInfoMap)
     94 	{
     95 		m_triangleInfoMap = triangleInfoMap;
     96 	}
     97 
     98 	const btTriangleInfoMap*	getTriangleInfoMap() const
     99 	{
    100 		return m_triangleInfoMap;
    101 	}
    102 
    103 	btTriangleInfoMap*	getTriangleInfoMap()
    104 	{
    105 		return m_triangleInfoMap;
    106 	}
    107 
    108 	virtual	int	calculateSerializeBufferSize() const;
    109 
    110 	///fills the dataBuffer and returns the struct name (and 0 on failure)
    111 	virtual	const char*	serialize(void* dataBuffer, btSerializer* serializer) const;
    112 
    113 	virtual void	serializeSingleBvh(btSerializer* serializer) const;
    114 
    115 	virtual void	serializeSingleTriangleInfoMap(btSerializer* serializer) const;
    116 
    117 };
    118 
    119 ///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
    120 struct	btTriangleMeshShapeData
    121 {
    122 	btCollisionShapeData	m_collisionShapeData;
    123 
    124 	btStridingMeshInterfaceData m_meshInterface;
    125 
    126 	btQuantizedBvhFloatData		*m_quantizedFloatBvh;
    127 	btQuantizedBvhDoubleData	*m_quantizedDoubleBvh;
    128 
    129 	btTriangleInfoMapData	*m_triangleInfoMap;
    130 
    131 	float	m_collisionMargin;
    132 
    133 	char m_pad3[4];
    134 
    135 };
    136 
    137 
    138 SIMD_FORCE_INLINE	int	btBvhTriangleMeshShape::calculateSerializeBufferSize() const
    139 {
    140 	return sizeof(btTriangleMeshShapeData);
    141 }
    142 
    143 
    144 
    145 #endif //BT_BVH_TRIANGLE_MESH_SHAPE_H
    146