134 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			134 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | /*
 | ||
|  | Bullet Continuous Collision Detection and Physics Library | ||
|  | Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
 | ||
|  | 
 | ||
|  | 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 BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
 | ||
|  | #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
 | ||
|  | 
 | ||
|  | #include "btStridingMeshInterface.h"
 | ||
|  | #include "LinearMath/btAlignedObjectArray.h"
 | ||
|  | #include "LinearMath/btScalar.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
 | ||
|  | ///Instead of the number of indices, we pass the number of triangles.
 | ||
|  | ATTRIBUTE_ALIGNED16( struct)	btIndexedMesh | ||
|  | { | ||
|  | 	BT_DECLARE_ALIGNED_ALLOCATOR(); | ||
|  | 
 | ||
|  |    int                     m_numTriangles; | ||
|  |    const unsigned char *   m_triangleIndexBase; | ||
|  |    // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
 | ||
|  |    int                     m_triangleIndexStride; | ||
|  |    int                     m_numVertices; | ||
|  |    const unsigned char *   m_vertexBase; | ||
|  |    // Size of a vertex, in bytes
 | ||
|  |    int                     m_vertexStride; | ||
|  | 
 | ||
|  |    // The index type is set when adding an indexed mesh to the
 | ||
|  |    // btTriangleIndexVertexArray, do not set it manually
 | ||
|  |    PHY_ScalarType m_indexType; | ||
|  | 
 | ||
|  |    // The vertex type has a default type similar to Bullet's precision mode (float or double)
 | ||
|  |    // but can be set manually if you for example run Bullet with double precision but have
 | ||
|  |    // mesh data in single precision..
 | ||
|  |    PHY_ScalarType m_vertexType; | ||
|  | 
 | ||
|  | 
 | ||
|  |    btIndexedMesh() | ||
|  | 	   :m_indexType(PHY_INTEGER), | ||
|  | #ifdef BT_USE_DOUBLE_PRECISION
 | ||
|  |       m_vertexType(PHY_DOUBLE) | ||
|  | #else // BT_USE_DOUBLE_PRECISION
 | ||
|  |       m_vertexType(PHY_FLOAT) | ||
|  | #endif // BT_USE_DOUBLE_PRECISION
 | ||
|  |       { | ||
|  |       } | ||
|  | } | ||
|  | ; | ||
|  | 
 | ||
|  | 
 | ||
|  | typedef btAlignedObjectArray<btIndexedMesh>	IndexedMeshArray; | ||
|  | 
 | ||
|  | ///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
 | ||
|  | ///Additional meshes can be added using addIndexedMesh
 | ||
|  | ///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
 | ||
|  | ///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
 | ||
|  | ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface | ||
|  | { | ||
|  | protected: | ||
|  | 	IndexedMeshArray	m_indexedMeshes; | ||
|  | 	int m_pad[2]; | ||
|  | 	mutable int m_hasAabb; // using int instead of bool to maintain alignment
 | ||
|  | 	mutable btVector3 m_aabbMin; | ||
|  | 	mutable btVector3 m_aabbMax; | ||
|  | 
 | ||
|  | public: | ||
|  | 
 | ||
|  | 	BT_DECLARE_ALIGNED_ALLOCATOR(); | ||
|  | 
 | ||
|  | 	btTriangleIndexVertexArray() : m_hasAabb(0) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	virtual ~btTriangleIndexVertexArray(); | ||
|  | 
 | ||
|  | 	//just to be backwards compatible
 | ||
|  | 	btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride); | ||
|  | 	 | ||
|  | 	void	addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER) | ||
|  | 	{ | ||
|  | 		m_indexedMeshes.push_back(mesh); | ||
|  | 		m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	 | ||
|  | 	virtual void	getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0); | ||
|  | 
 | ||
|  | 	virtual void	getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const; | ||
|  | 
 | ||
|  | 	/// unLockVertexBase finishes the access to a subpart of the triangle mesh
 | ||
|  | 	/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
 | ||
|  | 	virtual void	unLockVertexBase(int subpart) {(void)subpart;} | ||
|  | 
 | ||
|  | 	virtual void	unLockReadOnlyVertexBase(int subpart) const {(void)subpart;} | ||
|  | 
 | ||
|  | 	/// getNumSubParts returns the number of seperate subparts
 | ||
|  | 	/// each subpart has a continuous array of vertices and indices
 | ||
|  | 	virtual int		getNumSubParts() const {  | ||
|  | 		return (int)m_indexedMeshes.size(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	IndexedMeshArray&	getIndexedMeshArray() | ||
|  | 	{ | ||
|  | 		return m_indexedMeshes; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const IndexedMeshArray&	getIndexedMeshArray() const | ||
|  | 	{ | ||
|  | 		return m_indexedMeshes; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	virtual void	preallocateVertices(int numverts){(void) numverts;} | ||
|  | 	virtual void	preallocateIndices(int numindices){(void) numindices;} | ||
|  | 
 | ||
|  | 	virtual bool	hasPremadeAabb() const; | ||
|  | 	virtual void	setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const; | ||
|  | 	virtual void	getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const; | ||
|  | 
 | ||
|  | } | ||
|  | ; | ||
|  | 
 | ||
|  | #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
 |