BulletBvhTriangleMeshShape (object)¶
The BulletBvhTriangleMeshShape is a static-triangle mesh shape with several optimizations, such as bounding volume hierarchy and cache friendly traversal for PlayStation 3 Cell CPU. It is recommended to enable useQuantizedAabbCompression for better memory usage. It takes a triangle mesh as input, for example a BulletTriangleMesh or BulletTriangleIndexVertexArray. The BulletBvhTriangleMeshShape class allows for triangle mesh deformations by a refit or partialRefit method. Instead of building the bounding volume hierarchy acceleration structure, it is also possible to serialize (save) and deserialize (load) the structure from disk. See DemosConcaveDemoConcavePhysicsDemo.cpp for an example.
Members¶
Data | pointer | |
BulletStridingMeshInterface | __meshInterface |
Methods¶
BulletBvhTriangleMeshShape ( in BulletBvhTriangleMeshShape other ) | |
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression ) | |
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Boolean buildBvh ) | |
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax ) | |
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax, in Boolean buildBvh ) | |
BulletBvhTriangleMeshShape () | |
__construct ! ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Boolean buildBvh ) | |
__construct ! ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax, in Boolean buildBvh ) | |
__destroy ! () | |
calculateLocalInertia ? ( in Scalar mass, io Vec3 inertia ) | |
BulletBvhTriangleMeshShape | clone ? () |
getAabb ? ( in Xfo t, io Vec3 aabbMin, io Vec3 aabbMax ) | |
Scalar | getMargin ? () |
Data | getPointer ? () |
setMargin ! ( in Scalar margin ) | |
~BulletBvhTriangleMeshShape () |
Methods in detail¶
BulletBvhTriangleMeshShape ( in BulletBvhTriangleMeshShape other )
copy constructor
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression )
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Boolean buildBvh )
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax )
BulletBvhTriangleMeshShape ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax, in Boolean buildBvh )
default constructor
BulletBvhTriangleMeshShape.__construct! ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Boolean buildBvh )
BulletBvhTriangleMeshShape.__construct! ( in BulletStridingMeshInterface meshInterface, in Boolean useQuantizedAabbCompression, in Vec3 bvhAabbMin, in Vec3 bvhAabbMax, in Boolean buildBvh )
BulletBvhTriangleMeshShape.__destroy! ()
BulletBvhTriangleMeshShape.calculateLocalInertia? ( in Scalar mass, io Vec3 inertia )
///for a fast incremental refit of parts of the tree. Note: the entire AABB of the tree will become more conservative, it never shrinks ///fills the dataBuffer and returns the struct name (and 0 on failure)
BulletBvhTriangleMeshShape BulletBvhTriangleMeshShape.clone? ()
clone method
BulletBvhTriangleMeshShape.getAabb? ( in Xfo t, io Vec3 aabbMin, io Vec3 aabbMax )
getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
Scalar BulletBvhTriangleMeshShape.getMargin? ()
Data BulletBvhTriangleMeshShape.getPointer? ()
BulletBvhTriangleMeshShape.setMargin! ( in Scalar margin )