Added raycast against trianglemesh. Will be extended to object cast soon.

Thanks John Rowe (JMC)
This commit is contained in:
ejcoumans
2007-11-29 21:24:51 +00:00
parent 174f6009bb
commit f2c9588969
8 changed files with 238 additions and 25 deletions

View File

@@ -286,6 +286,7 @@ protected:
void walkStacklessTree(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
void walkStacklessQuantizedTreeAgainstRay(btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget, int startNodeIndex,int endNodeIndex) const;
void walkStacklessQuantizedTree(btNodeOverlapCallback* nodeCallback,unsigned short int* quantizedQueryAabbMin,unsigned short int* quantizedQueryAabbMax,int startNodeIndex,int endNodeIndex) const;
///tree traversal designed for small-memory processors like PS3 SPU
@@ -329,7 +330,7 @@ public:
void build(btStridingMeshInterface* triangles,bool useQuantizedAabbCompression, const btVector3& bvhAabbMin, const btVector3& bvhAabbMax);
void reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
void reportRayOverlappingNodex (btNodeOverlapCallback* nodeCallback, const btVector3& raySource, const btVector3& rayTarget) const;
void reportSphereOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const;
SIMD_FORCE_INLINE void quantizeWithClamp(unsigned short* out, const btVector3& point) const
@@ -401,3 +402,4 @@ private:
#endif //OPTIMIZED_BVH_H