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Bullet/CollisionShapes/BvhTriangleMeshShape.h
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Bullet/CollisionShapes/BvhTriangleMeshShape.h
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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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 BVH_TRIANGLE_MESH_SHAPE_H
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#define BVH_TRIANGLE_MESH_SHAPE_H
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#include "CollisionShapes/TriangleMeshShape.h"
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#include "CollisionShapes/OptimizedBvh.h"
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///Bvh Concave triangle mesh is a static-triangle mesh shape with Bounding Volume Hierarchy optimization.
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///Uses an interface to access the triangles to allow for sharing graphics/physics triangles.
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class BvhTriangleMeshShape : public TriangleMeshShape
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{
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OptimizedBvh* m_bvh;
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public:
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BvhTriangleMeshShape(StridingMeshInterface* meshInterface);
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virtual ~BvhTriangleMeshShape();
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/*
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virtual int GetShapeType() const
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{
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return TRIANGLE_MESH_SHAPE_PROXYTYPE;
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}
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*/
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virtual void ProcessAllTriangles(TriangleCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
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//debugging
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virtual char* GetName()const {return "BVHTRIANGLEMESH";}
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virtual void setLocalScaling(const SimdVector3& scaling);
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};
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#endif //BVH_TRIANGLE_MESH_SHAPE_H
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