e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
95 lines
3.5 KiB
C++
95 lines
3.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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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 BT_SCALED_BVH_TRIANGLE_MESH_SHAPE_H
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#define BT_SCALED_BVH_TRIANGLE_MESH_SHAPE_H
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#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
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///The btScaledBvhTriangleMeshShape allows to instance a scaled version of an existing btBvhTriangleMeshShape.
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///Note that each btBvhTriangleMeshShape still can have its own local scaling, independent from this btScaledBvhTriangleMeshShape 'localScaling'
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ATTRIBUTE_ALIGNED16(class) btScaledBvhTriangleMeshShape : public btConcaveShape
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{
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btVector3 m_localScaling;
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btBvhTriangleMeshShape* m_bvhTriMeshShape;
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btScaledBvhTriangleMeshShape(btBvhTriangleMeshShape* childShape,const btVector3& localScaling);
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virtual ~btScaledBvhTriangleMeshShape();
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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virtual void setLocalScaling(const btVector3& scaling);
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virtual const btVector3& getLocalScaling() const;
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virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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btBvhTriangleMeshShape* getChildShape()
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{
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return m_bvhTriMeshShape;
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}
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const btBvhTriangleMeshShape* getChildShape() const
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{
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return m_bvhTriMeshShape;
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}
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//debugging
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virtual const char* getName()const {return "SCALEDBVHTRIANGLEMESH";}
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virtual int calculateSerializeBufferSize() const;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btScaledTriangleMeshShapeData
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{
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btTriangleMeshShapeData m_trimeshShapeData;
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btVector3FloatData m_localScaling;
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};
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SIMD_FORCE_INLINE int btScaledBvhTriangleMeshShape::calculateSerializeBufferSize() const
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{
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return sizeof(btScaledTriangleMeshShapeData);
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}
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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SIMD_FORCE_INLINE const char* btScaledBvhTriangleMeshShape::serialize(void* dataBuffer, btSerializer* serializer) const
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{
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btScaledTriangleMeshShapeData* scaledMeshData = (btScaledTriangleMeshShapeData*) dataBuffer;
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m_bvhTriMeshShape->serialize(&scaledMeshData->m_trimeshShapeData,serializer);
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scaledMeshData->m_trimeshShapeData.m_collisionShapeData.m_shapeType = SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE;
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m_localScaling.serializeFloat(scaledMeshData->m_localScaling);
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return "btScaledTriangleMeshShapeData";
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}
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#endif //BT_SCALED_BVH_TRIANGLE_MESH_SHAPE_H
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