29e07dfa4e
This allows distro unbundling again for distros that ship Bullet 2.89+.
158 lines
5.3 KiB
C++
158 lines
5.3 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.
|
|
*/
|
|
|
|
#ifndef B3_STRIDING_MESHINTERFACE_H
|
|
#define B3_STRIDING_MESHINTERFACE_H
|
|
|
|
#include "Bullet3Common/b3Vector3.h"
|
|
#include "b3TriangleCallback.h"
|
|
//#include "b3ConcaveShape.h"
|
|
|
|
enum PHY_ScalarType
|
|
{
|
|
PHY_FLOAT,
|
|
PHY_DOUBLE,
|
|
PHY_INTEGER,
|
|
PHY_SHORT,
|
|
PHY_FIXEDPOINT88,
|
|
PHY_UCHAR
|
|
};
|
|
|
|
/// The b3StridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with b3BvhTriangleMeshShape and some other collision shapes.
|
|
/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
|
|
/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
|
|
B3_ATTRIBUTE_ALIGNED16(class)
|
|
b3StridingMeshInterface
|
|
{
|
|
protected:
|
|
b3Vector3 m_scaling;
|
|
|
|
public:
|
|
B3_DECLARE_ALIGNED_ALLOCATOR();
|
|
|
|
b3StridingMeshInterface() : m_scaling(b3MakeVector3(b3Scalar(1.), b3Scalar(1.), b3Scalar(1.)))
|
|
{
|
|
}
|
|
|
|
virtual ~b3StridingMeshInterface();
|
|
|
|
virtual void InternalProcessAllTriangles(b3InternalTriangleIndexCallback * callback, const b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
|
|
|
|
///brute force method to calculate aabb
|
|
void calculateAabbBruteForce(b3Vector3 & aabbMin, b3Vector3 & aabbMax);
|
|
|
|
/// get read and write access to a subpart of a triangle mesh
|
|
/// this subpart has a continuous array of vertices and indices
|
|
/// in this way the mesh can be handled as chunks of memory with striding
|
|
/// very similar to OpenGL vertexarray support
|
|
/// make a call to unLockVertexBase when the read and write access is finished
|
|
virtual void getLockedVertexIndexBase(unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& stride, unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart = 0) = 0;
|
|
|
|
virtual void getLockedReadOnlyVertexIndexBase(const unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& stride, const unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart = 0) const = 0;
|
|
|
|
/// 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) = 0;
|
|
|
|
virtual void unLockReadOnlyVertexBase(int subpart) const = 0;
|
|
|
|
/// getNumSubParts returns the number of separate subparts
|
|
/// each subpart has a continuous array of vertices and indices
|
|
virtual int getNumSubParts() const = 0;
|
|
|
|
virtual void preallocateVertices(int numverts) = 0;
|
|
virtual void preallocateIndices(int numindices) = 0;
|
|
|
|
virtual bool hasPremadeAabb() const { return false; }
|
|
virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const
|
|
{
|
|
(void)aabbMin;
|
|
(void)aabbMax;
|
|
}
|
|
virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const
|
|
{
|
|
(void)aabbMin;
|
|
(void)aabbMax;
|
|
}
|
|
|
|
const b3Vector3& getScaling() const
|
|
{
|
|
return m_scaling;
|
|
}
|
|
void setScaling(const b3Vector3& scaling)
|
|
{
|
|
m_scaling = scaling;
|
|
}
|
|
|
|
virtual int calculateSerializeBufferSize() const;
|
|
|
|
///fills the dataBuffer and returns the struct name (and 0 on failure)
|
|
//virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
|
|
};
|
|
|
|
struct b3IntIndexData
|
|
{
|
|
int m_value;
|
|
};
|
|
|
|
struct b3ShortIntIndexData
|
|
{
|
|
short m_value;
|
|
char m_pad[2];
|
|
};
|
|
|
|
struct b3ShortIntIndexTripletData
|
|
{
|
|
short m_values[3];
|
|
char m_pad[2];
|
|
};
|
|
|
|
struct b3CharIndexTripletData
|
|
{
|
|
unsigned char m_values[3];
|
|
char m_pad;
|
|
};
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct b3MeshPartData
|
|
{
|
|
b3Vector3FloatData* m_vertices3f;
|
|
b3Vector3DoubleData* m_vertices3d;
|
|
|
|
b3IntIndexData* m_indices32;
|
|
b3ShortIntIndexTripletData* m_3indices16;
|
|
b3CharIndexTripletData* m_3indices8;
|
|
|
|
b3ShortIntIndexData* m_indices16; //backwards compatibility
|
|
|
|
int m_numTriangles; //length of m_indices = m_numTriangles
|
|
int m_numVertices;
|
|
};
|
|
|
|
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
|
|
struct b3StridingMeshInterfaceData
|
|
{
|
|
b3MeshPartData* m_meshPartsPtr;
|
|
b3Vector3FloatData m_scaling;
|
|
int m_numMeshParts;
|
|
char m_padding[4];
|
|
};
|
|
|
|
B3_FORCE_INLINE int b3StridingMeshInterface::calculateSerializeBufferSize() const
|
|
{
|
|
return sizeof(b3StridingMeshInterfaceData);
|
|
}
|
|
|
|
#endif //B3_STRIDING_MESHINTERFACE_H
|