1 #ifndef GIM_BOX_SET_H_INCLUDED
2 #define GIM_BOX_SET_H_INCLUDED
151 int startIndex,
int endIndex,
int splitAxis);
207 return nodeindex+1 +
m_node_array[nodeindex+1].getEscapeIndex();
312 return boxQuery(transbox,collided_results);
386 #ifdef TRI_COLLISION_PROFILING
387 static float getAverageTreeCollisionTime();
388 #endif //TRI_COLLISION_PROFILING
396 #endif // GIM_BOXPRUNING_H_INCLUDED
void update()
node manager prototype functions
static void find_collision(btGImpactBvh *boxset1, const btTransform &trans1, btGImpactBvh *boxset2, const btTransform &trans2, btPairSet &collision_pairs)
void push_back(const GIM_PAIR &_Val)
GIM_PAIR(int index1, int index2)
GIM_BVH_TREE_NODE_ARRAY m_node_array
btPrimitiveManagerBase * getPrimitiveManager() const
GIM_BVH_DATA is an internal GIMPACT collision structure to contain axis aligned bounding box...
The btAlignedObjectArray template class uses a subset of the stl::vector interface for its methods It...
void setNodeBound(int nodeindex, const btAABB &bound)
virtual ~btPrimitiveManagerBase()
virtual int get_primitive_count() const =0
void push_pair_inv(int index1, int index2)
int getEscapeNodeIndex(int nodeindex) const
#define SIMD_FORCE_INLINE
int getEscapeIndex() const
void build_tree(GIM_BVH_DATA_ARRAY &primitive_boxes)
prototype functions for box tree management
bool isTrimesh() const
tells if this set is a trimesh
int getNodeCount() const
node count
void _build_sub_tree(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex)
const GIM_BVH_TREE_NODE * get_node_pointer(int index=0) const
btAABB getGlobalBox() const
Prototype Base class for primitive classification.
void setEscapeIndex(int index)
bool boxQueryTrans(const btAABB &box, const btTransform &transform, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
void push_pair(int index1, int index2)
void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0), to reduce performance overhead of run-time memory (de)allocations.
const GIM_BVH_TREE_NODE * get_node_pointer(int index=0) const
int _calc_splitting_axis(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex)
int _sort_and_calc_splitting_index(GIM_BVH_DATA_ARRAY &primitive_boxes, int startIndex, int endIndex, int splitAxis)
void getNodeBound(int nodeindex, btAABB &bound) const
bool hasHierarchy() const
tells if this set has hierarcht
virtual void get_primitive_box(int prim_index, btAABB &primbox) const =0
bool isLeafNode(int nodeindex) const
tells if the node is a leaf
bool isLeafNode(int nodeindex) const
tells if the node is a leaf
btGImpactBvh()
this constructor doesn't build the tree. you must call buildSet
int getRightNode(int nodeindex) const
Basic Box tree structure.
void appy_transform(const btTransform &trans)
Apply a transform to an AABB.
virtual bool is_trimesh() const =0
determines if this manager consist on only triangles, which special case will be optimized ...
void setNodeBound(int nodeindex, const btAABB &bound)
int m_escapeIndexOrDataIndex
void buildSet()
this rebuild the entire set
btVector3 can be used to represent 3D points and vectors.
int getEscapeNodeIndex(int nodeindex) const
virtual void get_primitive_triangle(int prim_index, btPrimitiveTriangle &triangle) const =0
retrieves only the points of the triangle, and the collision margin
void setPrimitiveManager(btPrimitiveManagerBase *primitive_manager)
btPrimitiveManagerBase * m_primitive_manager
bool boxQuery(const btAABB &box, btAlignedObjectArray< int > &collided_results) const
returns the indices of the primitives in the m_primitive_manager
GIM_PAIR(const GIM_PAIR &p)
int getNodeData(int nodeindex) const
int getLeftNode(int nodeindex) const
int getNodeData(int nodeindex) const
Node Structure for trees.
Structure for containing Boxes.
btGImpactBvh(btPrimitiveManagerBase *primitive_manager)
this constructor doesn't build the tree. you must call buildSet
int getNodeCount() const
node count
void getNodeTriangle(int nodeindex, btPrimitiveTriangle &triangle) const
void setDataIndex(int index)
int getLeftNode(int nodeindex) const
int getRightNode(int nodeindex) const
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
void getNodeBound(int nodeindex, btAABB &bound) const