/* 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. */ //#define DISABLE_BVH #include "../CollisionShapes/btBvhTriangleMeshShape.h" #include "../CollisionShapes/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. btBvhTriangleMeshShape::btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, bool buildBvh) : btTriangleMeshShape(meshInterface), m_bvh(0), m_triangleInfoMap(0), m_useQuantizedAabbCompression(useQuantizedAabbCompression), m_ownsBvh(false) { m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE; //construct bvh from meshInterface #ifndef DISABLE_BVH if (buildBvh) { buildOptimizedBvh(); } #endif //DISABLE_BVH } btBvhTriangleMeshShape::btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression, const btVector3& bvhAabbMin, const btVector3& bvhAabbMax, bool buildBvh) : btTriangleMeshShape(meshInterface), m_bvh(0), m_triangleInfoMap(0), m_useQuantizedAabbCompression(useQuantizedAabbCompression), m_ownsBvh(false) { m_shapeType = TRIANGLE_MESH_SHAPE_PROXYTYPE; //construct bvh from meshInterface #ifndef DISABLE_BVH if (buildBvh) { void* mem = btAlignedAlloc(sizeof(btOptimizedBvh), 16); m_bvh = new (mem) btOptimizedBvh(); m_bvh->build(meshInterface, m_useQuantizedAabbCompression, bvhAabbMin, bvhAabbMax); m_ownsBvh = true; } #endif //DISABLE_BVH } void btBvhTriangleMeshShape::partialRefitTree(const btVector3& aabbMin, const btVector3& aabbMax) { m_bvh->refitPartial(m_meshInterface, aabbMin, aabbMax); m_localAabbMin.setMin(aabbMin); m_localAabbMax.setMax(aabbMax); } void btBvhTriangleMeshShape::refitTree(const btVector3& aabbMin, const btVector3& aabbMax) { m_bvh->refit(m_meshInterface, aabbMin, aabbMax); recalcLocalAabb(); } btBvhTriangleMeshShape::~btBvhTriangleMeshShape() { if (m_ownsBvh) { m_bvh->~btOptimizedBvh(); btAlignedFree(m_bvh); } } void btBvhTriangleMeshShape::performRaycast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) { MyNodeOverlapCallback myNodeCallback(callback, m_meshInterface); m_bvh->reportRayOverlappingNodex(&myNodeCallback, raySource, rayTarget); } void btBvhTriangleMeshShape::performConvexcast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget, const btVector3& aabbMin, const btVector3& aabbMax) { MyNodeOverlapCallback myNodeCallback(callback, m_meshInterface); m_bvh->reportBoxCastOverlappingNodex(&myNodeCallback, raySource, rayTarget, aabbMin, aabbMax); } //perform bvh tree traversal and report overlapping triangles to 'callback' void btBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const { #ifdef DISABLE_BVH //brute force traverse all triangles btTriangleMeshShape::processAllTriangles(callback, aabbMin, aabbMax); #else //first get all the nodes MyNodeOverlapCallback myNodeCallback(callback, m_meshInterface); m_bvh->reportAabbOverlappingNodex(&myNodeCallback, aabbMin, aabbMax); #endif //DISABLE_BVH } void btBvhTriangleMeshShape::buildOptimizedBvh() { if (m_ownsBvh) { m_bvh->~btOptimizedBvh(); btAlignedFree(m_bvh); } ///m_localAabbMin/m_localAabbMax is already re-calculated in btTriangleMeshShape. We could just scale aabb, but this needs some more work void* mem = btAlignedAlloc(sizeof(btOptimizedBvh), 16); m_bvh = new (mem) btOptimizedBvh(); //rebuild the bvh... m_bvh->build(m_meshInterface, m_useQuantizedAabbCompression, m_localAabbMin, m_localAabbMax); m_ownsBvh = true; } void btBvhTriangleMeshShape::setOptimizedBvh(btOptimizedBvh* bvh, const btVector3& scaling) { btAssert(!m_bvh); btAssert(!m_ownsBvh); m_bvh = bvh; m_ownsBvh = false; }