165 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose, 
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including commercial applications, and to alter it and redistribute it freely, 
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_STRIDING_MESHINTERFACE_H
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#define BT_STRIDING_MESHINTERFACE_H
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#include "LinearMath/btVector3.h"
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#include "btTriangleCallback.h"
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#include "btConcaveShape.h"
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///	The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes.
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/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
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/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
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ATTRIBUTE_ALIGNED16(class ) btStridingMeshInterface
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{
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	protected:
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		btVector3 m_scaling;
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	public:
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		BT_DECLARE_ALIGNED_ALLOCATOR();
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		btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
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		{
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		}
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		virtual ~btStridingMeshInterface();
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		virtual void	InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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		///brute force method to calculate aabb
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		void	calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax);
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		/// get read and write access to a subpart of a triangle mesh
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		/// this subpart has a continuous array of vertices and indices
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		/// in this way the mesh can be handled as chunks of memory with striding
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		/// very similar to OpenGL vertexarray support
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		/// make a call to unLockVertexBase when the read and write access is finished	
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		virtual void	getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0)=0;
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		virtual void	getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const=0;
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		/// unLockVertexBase finishes the access to a subpart of the triangle mesh
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		/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
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		virtual void	unLockVertexBase(int subpart)=0;
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		virtual void	unLockReadOnlyVertexBase(int subpart) const=0;
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		/// getNumSubParts returns the number of seperate subparts
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		/// each subpart has a continuous array of vertices and indices
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		virtual int		getNumSubParts() const=0;
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		virtual void	preallocateVertices(int numverts)=0;
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		virtual void	preallocateIndices(int numindices)=0;
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		virtual bool	hasPremadeAabb() const { return false; }
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		virtual void	setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const
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                {
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                        (void) aabbMin;
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                        (void) aabbMax;
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                }
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		virtual void	getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const
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        {
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            (void) aabbMin;
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            (void) aabbMax;
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        }
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		const btVector3&	getScaling() const {
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			return m_scaling;
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		}
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		void	setScaling(const btVector3& scaling)
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		{
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			m_scaling = scaling;
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		}
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		virtual	int	calculateSerializeBufferSize() const;
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		///fills the dataBuffer and returns the struct name (and 0 on failure)
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		virtual	const char*	serialize(void* dataBuffer, btSerializer* serializer) const;
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};
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struct	btIntIndexData
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{
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	int	m_value;
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};
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struct	btShortIntIndexData
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{
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	short m_value;
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	char m_pad[2];
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};
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struct	btShortIntIndexTripletData
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{
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	short	m_values[3];
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	char	m_pad[2];
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};
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struct	btCharIndexTripletData
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{
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	unsigned char m_values[3];
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	char	m_pad;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct	btMeshPartData
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{
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	btVector3FloatData			*m_vertices3f;
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	btVector3DoubleData			*m_vertices3d;
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	btIntIndexData				*m_indices32;
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	btShortIntIndexTripletData	*m_3indices16;
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	btCharIndexTripletData		*m_3indices8;
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	btShortIntIndexData			*m_indices16;//backwards compatibility
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	int                     m_numTriangles;//length of m_indices = m_numTriangles
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	int                     m_numVertices;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct	btStridingMeshInterfaceData
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{
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	btMeshPartData	*m_meshPartsPtr;
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	btVector3FloatData	m_scaling;
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	int	m_numMeshParts;
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	char m_padding[4];
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};
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SIMD_FORCE_INLINE	int	btStridingMeshInterface::calculateSerializeBufferSize() const
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{
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	return sizeof(btStridingMeshInterfaceData);
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}
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#endif //BT_STRIDING_MESHINTERFACE_H
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