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