blender/extern/bullet/Bullet/CollisionShapes/BvhTriangleMeshShape.h
Erwin Coumans af9573e9ea Synchronized Bullet physics to latest version.
- Changed license from MIT to ZLib.
- Added 3D Sweep and Prune contribution
- More stable native constraint solver

Sorry for any inconvenience caused by this checkin.
All Blender buildsystems require update: added files and moved files.
2006-03-27 06:37:30 +00:00

59 lines
1.8 KiB
C++

/*
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 "CollisionShapes/TriangleMeshShape.h"
#include "CollisionShapes/OptimizedBvh.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.
class BvhTriangleMeshShape : public TriangleMeshShape
{
OptimizedBvh* m_bvh;
public:
BvhTriangleMeshShape(StridingMeshInterface* meshInterface);
virtual ~BvhTriangleMeshShape();
/*
virtual int GetShapeType() const
{
return TRIANGLE_MESH_SHAPE_PROXYTYPE;
}
*/
virtual void ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
//debugging
virtual char* GetName()const {return "BVHTRIANGLEMESH";}
virtual void setLocalScaling(const SimdVector3& scaling);
};
#endif //BVH_TRIANGLE_MESH_SHAPE_H