1#ifndef GIM_QUANTIZED_SET_H_INCLUDED
2#define GIM_QUANTIZED_SET_H_INCLUDED
49 int startIndex,
int endIndex,
int splitAxis);
66 unsigned short* quantizedpoint,
const btVector3& point)
const
73 unsigned short* quantizedMin,
unsigned short* quantizedMax)
const
75 return m_node_array[node_index].testQuantizedBoxOverlapp(quantizedMin, quantizedMax);
129 return nodeindex + 1;
135 return nodeindex + 1 +
m_node_array[nodeindex + 1].getEscapeIndex();
217 return boxQuery(transbox, collided_results);
289#ifdef TRI_COLLISION_PROFILING
290 static float getAverageTreeCollisionTime();
void bt_quantize_clamp(unsigned short *out, const btVector3 &point, const btVector3 &min_bound, const btVector3 &max_bound, const btVector3 &bvhQuantization)
btVector3 bt_unquantize(const unsigned short *vecIn, const btVector3 &offset, const btVector3 &bvhQuantization)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
#define SIMD_FORCE_INLINE
void appy_transform(const btTransform &trans)
Apply a transform to an AABB.
The btAlignedObjectArray template class uses a subset of the stl::vector interface for its methods It...
void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0),...
Structure for containing Boxes.
int getNodeData(int nodeindex) const
bool boxQueryTrans(const btAABB &box, const btTransform &transform, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
bool rayQuery(const btVector3 &ray_dir, const btVector3 &ray_origin, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
btPrimitiveManagerBase * m_primitive_manager
btPrimitiveManagerBase * getPrimitiveManager() const
void buildSet()
this rebuild the entire set
btGImpactQuantizedBvh()
this constructor doesn't build the tree. you must call buildSet
bool boxQuery(const btAABB &box, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
bool isLeafNode(int nodeindex) const
tells if the node is a leaf
btGImpactQuantizedBvh(btPrimitiveManagerBase *primitive_manager)
this constructor doesn't build the tree. you must call buildSet
void getNodeTriangle(int nodeindex, btPrimitiveTriangle &triangle) const
btQuantizedBvhTree m_box_tree
void setNodeBound(int nodeindex, const btAABB &bound)
int getNodeCount() const
node count
int getRightNode(int nodeindex) const
void update()
node manager prototype functions
void setPrimitiveManager(btPrimitiveManagerBase *primitive_manager)
const BT_QUANTIZED_BVH_NODE * get_node_pointer(int index=0) const
int getEscapeNodeIndex(int nodeindex) const
btAABB getGlobalBox() const
bool isTrimesh() const
tells if this set is a trimesh
void getNodeBound(int nodeindex, btAABB &bound) const
int getLeftNode(int nodeindex) const
static void find_collision(const btGImpactQuantizedBvh *boxset1, const btTransform &trans1, const btGImpactQuantizedBvh *boxset2, const btTransform &trans2, btPairSet &collision_pairs)
bool hasHierarchy() const
tells if this set has hierarcht
Prototype Base class for primitive classification.
virtual void get_primitive_triangle(int prim_index, btPrimitiveTriangle &triangle) const =0
retrieves only the points of the triangle, and the collision margin
virtual bool is_trimesh() const =0
determines if this manager consist on only triangles, which special case will be optimized
Basic Box tree structure.
void setNodeBound(int nodeindex, const btAABB &bound)
const BT_QUANTIZED_BVH_NODE * get_node_pointer(int index=0) const
btVector3 m_bvhQuantization
void getNodeBound(int nodeindex, btAABB &bound) const
int getRightNode(int nodeindex) const
bool isLeafNode(int nodeindex) const
tells if the node is a leaf
void _build_sub_tree(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex)
void quantizePoint(unsigned short *quantizedpoint, const btVector3 &point) const
int getNodeCount() const
node count
void calc_quantization(GIM_BVH_DATA_ARRAY &primitive_boxes, btScalar boundMargin=btScalar(1.0))
void build_tree(GIM_BVH_DATA_ARRAY &primitive_boxes)
prototype functions for box tree management
int getEscapeNodeIndex(int nodeindex) const
GIM_QUANTIZED_BVH_NODE_ARRAY m_node_array
int _sort_and_calc_splitting_index(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex, int splitAxis)
int getNodeData(int nodeindex) const
int _calc_splitting_axis(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex)
bool testQuantizedBoxOverlapp(int node_index, unsigned short *quantizedMin, unsigned short *quantizedMax) const
int getLeftNode(int nodeindex) const
btVector3 can be used to represent 3D points and vectors.
btQuantizedBvhNode is a compressed aabb node, 16 bytes.