2017-08-01 14:30:58 +02:00
|
|
|
/*
|
|
|
|
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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
/// This file was created by Alex Silverman
|
|
|
|
|
|
|
|
#include "BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.h"
|
|
|
|
#include "BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h"
|
|
|
|
//#include "BulletCollision/CollisionShapes/btOptimizedBvh.h"
|
|
|
|
|
|
|
|
///Obtains the material for a specific triangle
|
2019-01-03 14:26:51 +01:00
|
|
|
const btMaterial *btMultimaterialTriangleMeshShape::getMaterialProperties(int partID, int triIndex)
|
2017-08-01 14:30:58 +02:00
|
|
|
{
|
2019-01-03 14:26:51 +01:00
|
|
|
const unsigned char *materialBase = 0;
|
|
|
|
int numMaterials;
|
|
|
|
PHY_ScalarType materialType;
|
|
|
|
int materialStride;
|
|
|
|
const unsigned char *triangleMaterialBase = 0;
|
|
|
|
int numTriangles;
|
|
|
|
int triangleMaterialStride;
|
|
|
|
PHY_ScalarType triangleType;
|
|
|
|
|
|
|
|
((btTriangleIndexVertexMaterialArray *)m_meshInterface)->getLockedReadOnlyMaterialBase(&materialBase, numMaterials, materialType, materialStride, &triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID);
|
|
|
|
|
|
|
|
// return the pointer to the place with the friction for the triangle
|
|
|
|
// TODO: This depends on whether it's a moving mesh or not
|
|
|
|
// BUG IN GIMPACT
|
|
|
|
//return (btScalar*)(&materialBase[triangleMaterialBase[(triIndex-1) * triangleMaterialStride] * materialStride]);
|
|
|
|
int *matInd = (int *)(&(triangleMaterialBase[(triIndex * triangleMaterialStride)]));
|
|
|
|
btMaterial *matVal = (btMaterial *)(&(materialBase[*matInd * materialStride]));
|
|
|
|
return (matVal);
|
2017-08-01 14:30:58 +02:00
|
|
|
}
|