forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			170 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			170 lines
		
	
	
		
			4.8 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. | ||
|  | */ | ||
|  | 
 | ||
|  | 
 | ||
|  | #include "btTriangleMesh.h"
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool use4componentVertices) | ||
|  | :m_use32bitIndices(use32bitIndices), | ||
|  | m_use4componentVertices(use4componentVertices), | ||
|  | m_weldingThreshold(0.0) | ||
|  | { | ||
|  | 	btIndexedMesh meshIndex; | ||
|  | 	meshIndex.m_numTriangles = 0; | ||
|  | 	meshIndex.m_numVertices = 0; | ||
|  | 	meshIndex.m_indexType = PHY_INTEGER; | ||
|  | 	meshIndex.m_triangleIndexBase = 0; | ||
|  | 	meshIndex.m_triangleIndexStride = 3*sizeof(int); | ||
|  | 	meshIndex.m_vertexBase = 0; | ||
|  | 	meshIndex.m_vertexStride = sizeof(btVector3); | ||
|  | 	m_indexedMeshes.push_back(meshIndex); | ||
|  | 
 | ||
|  | 	if (m_use32bitIndices) | ||
|  | 	{ | ||
|  | 		m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size()/3; | ||
|  | 		m_indexedMeshes[0].m_triangleIndexBase = 0; | ||
|  | 		m_indexedMeshes[0].m_indexType = PHY_INTEGER; | ||
|  | 		m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(int); | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size()/3; | ||
|  | 		m_indexedMeshes[0].m_triangleIndexBase = 0; | ||
|  | 		m_indexedMeshes[0].m_indexType = PHY_SHORT; | ||
|  | 		m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(short int); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (m_use4componentVertices) | ||
|  | 	{ | ||
|  | 		m_indexedMeshes[0].m_numVertices = m_4componentVertices.size(); | ||
|  | 		m_indexedMeshes[0].m_vertexBase = 0; | ||
|  | 		m_indexedMeshes[0].m_vertexStride = sizeof(btVector3); | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		m_indexedMeshes[0].m_numVertices = m_3componentVertices.size()/3; | ||
|  | 		m_indexedMeshes[0].m_vertexBase = 0; | ||
|  | 		m_indexedMeshes[0].m_vertexStride = 3*sizeof(btScalar); | ||
|  | 	} | ||
|  | 
 | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | void	btTriangleMesh::addIndex(int index) | ||
|  | { | ||
|  | 	if (m_use32bitIndices) | ||
|  | 	{ | ||
|  | 		m_32bitIndices.push_back(index); | ||
|  | 		m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0]; | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		m_16bitIndices.push_back(index); | ||
|  | 		m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0]; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void	btTriangleMesh::addTriangleIndices(int index1, int index2, int index3 ) | ||
|  | { | ||
|  | 	m_indexedMeshes[0].m_numTriangles++; | ||
|  | 	addIndex( index1 ); | ||
|  | 	addIndex( index2 ); | ||
|  | 	addIndex( index3 ); | ||
|  | } | ||
|  | 
 | ||
|  | int	btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices) | ||
|  | { | ||
|  | 	//return index of new/existing vertex
 | ||
|  | 	///@todo: could use acceleration structure for this
 | ||
|  | 	if (m_use4componentVertices) | ||
|  | 	{ | ||
|  | 		if (removeDuplicateVertices) | ||
|  | 			{ | ||
|  | 			for (int i=0;i< m_4componentVertices.size();i++) | ||
|  | 			{ | ||
|  | 				if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold) | ||
|  | 				{ | ||
|  | 					return i; | ||
|  | 				} | ||
|  | 			} | ||
|  | 		} | ||
|  | 		m_indexedMeshes[0].m_numVertices++; | ||
|  | 		m_4componentVertices.push_back(vertex); | ||
|  | 		m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0]; | ||
|  | 
 | ||
|  | 		return m_4componentVertices.size()-1; | ||
|  | 		 | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		 | ||
|  | 		if (removeDuplicateVertices) | ||
|  | 		{ | ||
|  | 			for (int i=0;i< m_3componentVertices.size();i+=3) | ||
|  | 			{ | ||
|  | 				btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]); | ||
|  | 				if ((vtx-vertex).length2() <= m_weldingThreshold) | ||
|  | 				{ | ||
|  | 					return i/3; | ||
|  | 				} | ||
|  | 			} | ||
|  | 		} | ||
|  | 		m_3componentVertices.push_back(vertex.getX()); | ||
|  | 		m_3componentVertices.push_back(vertex.getY()); | ||
|  | 		m_3componentVertices.push_back(vertex.getZ()); | ||
|  | 		m_indexedMeshes[0].m_numVertices++; | ||
|  | 		m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0]; | ||
|  | 		return (m_3componentVertices.size()/3)-1; | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 		 | ||
|  | void	btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2,bool removeDuplicateVertices) | ||
|  | { | ||
|  | 	m_indexedMeshes[0].m_numTriangles++; | ||
|  | 	addIndex(findOrAddVertex(vertex0,removeDuplicateVertices)); | ||
|  | 	addIndex(findOrAddVertex(vertex1,removeDuplicateVertices)); | ||
|  | 	addIndex(findOrAddVertex(vertex2,removeDuplicateVertices)); | ||
|  | } | ||
|  | 
 | ||
|  | int btTriangleMesh::getNumTriangles() const | ||
|  | { | ||
|  | 	if (m_use32bitIndices) | ||
|  | 	{ | ||
|  | 		return m_32bitIndices.size() / 3; | ||
|  | 	} | ||
|  | 	return m_16bitIndices.size() / 3; | ||
|  | } | ||
|  | 
 | ||
|  | void btTriangleMesh::preallocateVertices(int numverts) | ||
|  | { | ||
|  | 	if (m_use4componentVertices) | ||
|  | 	{ | ||
|  | 		m_4componentVertices.reserve(numverts); | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		m_3componentVertices.reserve(numverts); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | void btTriangleMesh::preallocateIndices(int numindices) | ||
|  | { | ||
|  | 	if (m_use32bitIndices) | ||
|  | 	{ | ||
|  | 		m_32bitIndices.reserve(numindices); | ||
|  | 	} else | ||
|  | 	{ | ||
|  | 		m_16bitIndices.reserve(numindices); | ||
|  | 	} | ||
|  | } |