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btBvhTriangleMeshShape.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_src\BulletCollision\CollisionShapes\btBvhTriangleMeshShape.h
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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. */ #ifndef BVH_TRIANGLE_MESH_SHAPE_H #define BVH_TRIANGLE_MESH_SHAPE_H #include "btTriangleMeshShape.h" #include "btOptimizedBvh.h" #include "LinearMath/btAlignedAllocator.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_ownsBvh; bool m_pad[11];////need padding due to alignment public: BT_DECLARE_ALIGNED_ALLOCATOR(); 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(); virtual int getShapeType() const { return TRIANGLE_MESH_SHAPE_PROXYTYPE; } 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); //debugging virtual const char* getName()const {return "BVHTRIANGLEMESH";} virtual void setLocalScaling(const btVector3& scaling); btOptimizedBvh* getOptimizedBvh() { return m_bvh; } void setOptimizedBvh(btOptimizedBvh* bvh) { btAssert(!m_bvh); btAssert(!m_ownsBvh); m_bvh = bvh; m_ownsBvh = false; } bool usesQuantizedAabbCompression() const { return m_useQuantizedAabbCompression; } } ; #endif //BVH_TRIANGLE_MESH_SHAPE_H
btBvhTriangleMeshShape.h
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