90 lines
3.3 KiB
C++
90 lines
3.3 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 "b3TriangleIndexVertexArray.h"
|
|
|
|
b3TriangleIndexVertexArray::b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride)
|
|
: m_hasAabb(0)
|
|
{
|
|
b3IndexedMesh mesh;
|
|
|
|
mesh.m_numTriangles = numTriangles;
|
|
mesh.m_triangleIndexBase = (const unsigned char*)triangleIndexBase;
|
|
mesh.m_triangleIndexStride = triangleIndexStride;
|
|
mesh.m_numVertices = numVertices;
|
|
mesh.m_vertexBase = (const unsigned char*)vertexBase;
|
|
mesh.m_vertexStride = vertexStride;
|
|
|
|
addIndexedMesh(mesh);
|
|
}
|
|
|
|
b3TriangleIndexVertexArray::~b3TriangleIndexVertexArray()
|
|
{
|
|
}
|
|
|
|
void b3TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart)
|
|
{
|
|
b3Assert(subpart < getNumSubParts());
|
|
|
|
b3IndexedMesh& mesh = m_indexedMeshes[subpart];
|
|
|
|
numverts = mesh.m_numVertices;
|
|
(*vertexbase) = (unsigned char*)mesh.m_vertexBase;
|
|
|
|
type = mesh.m_vertexType;
|
|
|
|
vertexStride = mesh.m_vertexStride;
|
|
|
|
numfaces = mesh.m_numTriangles;
|
|
|
|
(*indexbase) = (unsigned char*)mesh.m_triangleIndexBase;
|
|
indexstride = mesh.m_triangleIndexStride;
|
|
indicestype = mesh.m_indexType;
|
|
}
|
|
|
|
void b3TriangleIndexVertexArray::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) const
|
|
{
|
|
const b3IndexedMesh& mesh = m_indexedMeshes[subpart];
|
|
|
|
numverts = mesh.m_numVertices;
|
|
(*vertexbase) = (const unsigned char*)mesh.m_vertexBase;
|
|
|
|
type = mesh.m_vertexType;
|
|
|
|
vertexStride = mesh.m_vertexStride;
|
|
|
|
numfaces = mesh.m_numTriangles;
|
|
(*indexbase) = (const unsigned char*)mesh.m_triangleIndexBase;
|
|
indexstride = mesh.m_triangleIndexStride;
|
|
indicestype = mesh.m_indexType;
|
|
}
|
|
|
|
bool b3TriangleIndexVertexArray::hasPremadeAabb() const
|
|
{
|
|
return (m_hasAabb == 1);
|
|
}
|
|
|
|
void b3TriangleIndexVertexArray::setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const
|
|
{
|
|
m_aabbMin = aabbMin;
|
|
m_aabbMax = aabbMax;
|
|
m_hasAabb = 1; // this is intentionally an int see notes in header
|
|
}
|
|
|
|
void b3TriangleIndexVertexArray::getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax) const
|
|
{
|
|
*aabbMin = m_aabbMin;
|
|
*aabbMax = m_aabbMax;
|
|
}
|