/* 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 OPTIMIZED_BVH_H #define OPTIMIZED_BVH_H #include "LinearMath/btVector3.h" //http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vclang/html/vclrf__m128.asp #include class btStridingMeshInterface; /// btOptimizedBvhNode contains both internal and leaf node information. /// It hasn't been optimized yet for storage. Some obvious optimizations are: /// Removal of the pointers (can already be done, they are not used for traversal) /// and storing aabbmin/max as quantized integers. /// 'subpart' doesn't need an integer either. It allows to re-use graphics triangle /// meshes stored in a non-uniform way (like batches/subparts of triangle-fans ATTRIBUTE_ALIGNED16 (struct btOptimizedBvhNode) { btVector3 m_aabbMin; btVector3 m_aabbMax; //these 2 pointers are obsolete, the stackless traversal just uses the escape index btOptimizedBvhNode* m_leftChild; btOptimizedBvhNode* m_rightChild; int m_escapeIndex; //for child nodes int m_subPart; int m_triangleIndex; }; class btNodeOverlapCallback { public: virtual ~btNodeOverlapCallback() {}; virtual void processNode(const btOptimizedBvhNode* node) = 0; }; #include "LinearMath/btAlignedAllocator.h" #include "LinearMath/btAlignedObjectArray.h" //typedef std::vector< unsigned , allocator_type > container_type; const unsigned size = (1 << 20); typedef btAlignedAllocator< btOptimizedBvhNode , size > allocator_type; //typedef btAlignedObjectArray NodeArray; typedef btAlignedObjectArray NodeArray; ///OptimizedBvh store an AABB tree that can be quickly traversed on CPU (and SPU,GPU in future) class btOptimizedBvh { NodeArray m_leafNodes; btOptimizedBvhNode* m_rootNode1; btOptimizedBvhNode* m_contiguousNodes; int m_curNodeIndex; int m_numNodes; public: btOptimizedBvh(); virtual ~btOptimizedBvh(); void build(btStridingMeshInterface* triangles); btOptimizedBvhNode* buildTree (NodeArray& leafNodes,int startIndex,int endIndex); int calcSplittingAxis(NodeArray& leafNodes,int startIndex,int endIndex); int sortAndCalcSplittingIndex(NodeArray& leafNodes,int startIndex,int endIndex,int splitAxis); void walkTree(btOptimizedBvhNode* rootNode,btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const; void walkStacklessTree(btOptimizedBvhNode* rootNode,btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const; //OptimizedBvhNode* GetRootNode() { return m_rootNode1;} int getNumNodes() { return m_numNodes;} void reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const; void reportSphereOverlappingNodex(btNodeOverlapCallback* nodeCallback,const btVector3& aabbMin,const btVector3& aabbMax) const; }; #endif //OPTIMIZED_BVH_H