BulletBvhTriangleMeshShape.kl

Types

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 ()