e12c89e8c9
Document version and how to extract sources in thirdparty/README.md. Drop unnecessary CMake and Premake files. Simplify SCsub, drop unused one.
167 lines
5.5 KiB
C++
167 lines
5.5 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_STRIDING_MESHINTERFACE_H
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#define B3_STRIDING_MESHINTERFACE_H
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#include "Bullet3Common/b3Vector3.h"
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#include "b3TriangleCallback.h"
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//#include "b3ConcaveShape.h"
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enum PHY_ScalarType {
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PHY_FLOAT, PHY_DOUBLE, PHY_INTEGER, PHY_SHORT,
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PHY_FIXEDPOINT88, PHY_UCHAR
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};
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/// The b3StridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with b3BvhTriangleMeshShape and some other collision shapes.
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/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
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/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
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B3_ATTRIBUTE_ALIGNED16(class ) b3StridingMeshInterface
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{
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protected:
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b3Vector3 m_scaling;
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public:
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B3_DECLARE_ALIGNED_ALLOCATOR();
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b3StridingMeshInterface() :m_scaling(b3MakeVector3(b3Scalar(1.),b3Scalar(1.),b3Scalar(1.)))
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{
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}
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virtual ~b3StridingMeshInterface();
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virtual void InternalProcessAllTriangles(b3InternalTriangleIndexCallback* callback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
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///brute force method to calculate aabb
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void calculateAabbBruteForce(b3Vector3& aabbMin,b3Vector3& aabbMax);
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/// get read and write access to a subpart of a triangle mesh
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/// this subpart has a continuous array of vertices and indices
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/// in this way the mesh can be handled as chunks of memory with striding
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/// very similar to OpenGL vertexarray support
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/// make a call to unLockVertexBase when the read and write access is finished
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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;
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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;
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/// unLockVertexBase finishes the access to a subpart of the triangle mesh
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/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
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virtual void unLockVertexBase(int subpart)=0;
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virtual void unLockReadOnlyVertexBase(int subpart) const=0;
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/// getNumSubParts returns the number of seperate subparts
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/// each subpart has a continuous array of vertices and indices
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virtual int getNumSubParts() const=0;
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virtual void preallocateVertices(int numverts)=0;
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virtual void preallocateIndices(int numindices)=0;
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virtual bool hasPremadeAabb() const { return false; }
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virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
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{
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(void) aabbMin;
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(void) aabbMax;
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}
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virtual void getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
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{
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(void) aabbMin;
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(void) aabbMax;
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}
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const b3Vector3& getScaling() const {
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return m_scaling;
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}
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void setScaling(const b3Vector3& scaling)
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{
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m_scaling = scaling;
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}
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virtual int calculateSerializeBufferSize() const;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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//virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
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};
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struct b3IntIndexData
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{
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int m_value;
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};
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struct b3ShortIntIndexData
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{
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short m_value;
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char m_pad[2];
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};
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struct b3ShortIntIndexTripletData
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{
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short m_values[3];
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char m_pad[2];
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};
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struct b3CharIndexTripletData
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{
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unsigned char m_values[3];
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char m_pad;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct b3MeshPartData
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{
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b3Vector3FloatData *m_vertices3f;
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b3Vector3DoubleData *m_vertices3d;
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b3IntIndexData *m_indices32;
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b3ShortIntIndexTripletData *m_3indices16;
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b3CharIndexTripletData *m_3indices8;
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b3ShortIntIndexData *m_indices16;//backwards compatibility
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int m_numTriangles;//length of m_indices = m_numTriangles
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int m_numVertices;
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};
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct b3StridingMeshInterfaceData
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{
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b3MeshPartData *m_meshPartsPtr;
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b3Vector3FloatData m_scaling;
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int m_numMeshParts;
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char m_padding[4];
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};
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B3_FORCE_INLINE int b3StridingMeshInterface::calculateSerializeBufferSize() const
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{
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return sizeof(b3StridingMeshInterfaceData);
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}
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#endif //B3_STRIDING_MESHINTERFACE_H
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