29e07dfa4e
This allows distro unbundling again for distros that ship Bullet 2.89+.
128 lines
5.1 KiB
C++
128 lines
5.1 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 B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
|
|
#define B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
|
|
|
|
#include "b3StridingMeshInterface.h"
|
|
#include "Bullet3Common/b3AlignedObjectArray.h"
|
|
#include "Bullet3Common/b3Scalar.h"
|
|
|
|
///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
|
|
///Instead of the number of indices, we pass the number of triangles.
|
|
B3_ATTRIBUTE_ALIGNED16(struct)
|
|
b3IndexedMesh
|
|
{
|
|
B3_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
|
|
// b3TriangleIndexVertexArray, 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;
|
|
|
|
b3IndexedMesh()
|
|
: m_indexType(PHY_INTEGER),
|
|
#ifdef B3_USE_DOUBLE_PRECISION
|
|
m_vertexType(PHY_DOUBLE)
|
|
#else // B3_USE_DOUBLE_PRECISION
|
|
m_vertexType(PHY_FLOAT)
|
|
#endif // B3_USE_DOUBLE_PRECISION
|
|
{
|
|
}
|
|
};
|
|
|
|
typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
|
|
|
|
///The b3TriangleIndexVertexArray 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 b3TriangleIndexVertexArray.
|
|
B3_ATTRIBUTE_ALIGNED16(class)
|
|
b3TriangleIndexVertexArray : public b3StridingMeshInterface
|
|
{
|
|
protected:
|
|
IndexedMeshArray m_indexedMeshes;
|
|
int m_pad[2];
|
|
mutable int m_hasAabb; // using int instead of bool to maintain alignment
|
|
mutable b3Vector3 m_aabbMin;
|
|
mutable b3Vector3 m_aabbMax;
|
|
|
|
public:
|
|
B3_DECLARE_ALIGNED_ALLOCATOR();
|
|
|
|
b3TriangleIndexVertexArray() : m_hasAabb(0)
|
|
{
|
|
}
|
|
|
|
virtual ~b3TriangleIndexVertexArray();
|
|
|
|
//just to be backwards compatible
|
|
b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride);
|
|
|
|
void addIndexedMesh(const b3IndexedMesh& 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 separate 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 b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
|
|
virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const;
|
|
};
|
|
|
|
#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
|