| /* |
| 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 BT_TRIANGLE_INDEX_VERTEX_ARRAY_H |
| #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H |
| |
| #include "btStridingMeshInterface.h" |
| #include "LinearMath/btAlignedObjectArray.h" |
| #include "LinearMath/btScalar.h" |
| |
| |
| ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh. |
| ///Instead of the number of indices, we pass the number of triangles. |
| ATTRIBUTE_ALIGNED16( struct) btIndexedMesh |
| { |
| BT_DECLARE_ALIGNED_ALLOCATOR(); |
| |
| int m_numTriangles; |
| const unsigned char * m_triangleIndexBase; |
| int m_triangleIndexStride; |
| int m_numVertices; |
| const unsigned char * m_vertexBase; |
| int m_vertexStride; |
| |
| // The index type is set when adding an indexed mesh to the |
| // btTriangleIndexVertexArray, 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; |
| |
| |
| btIndexedMesh() |
| :m_indexType(PHY_INTEGER), |
| #ifdef BT_USE_DOUBLE_PRECISION |
| m_vertexType(PHY_DOUBLE) |
| #else // BT_USE_DOUBLE_PRECISION |
| m_vertexType(PHY_FLOAT) |
| #endif // BT_USE_DOUBLE_PRECISION |
| { |
| } |
| } |
| ; |
| |
| |
| typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray; |
| |
| ///The btTriangleIndexVertexArray 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 btTriangleIndexVertexArray. |
| ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface |
| { |
| protected: |
| IndexedMeshArray m_indexedMeshes; |
| int m_pad[2]; |
| mutable int m_hasAabb; // using int instead of bool to maintain alignment |
| mutable btVector3 m_aabbMin; |
| mutable btVector3 m_aabbMax; |
| |
| public: |
| |
| BT_DECLARE_ALIGNED_ALLOCATOR(); |
| |
| btTriangleIndexVertexArray() : m_hasAabb(0) |
| { |
| } |
| |
| virtual ~btTriangleIndexVertexArray(); |
| |
| //just to be backwards compatible |
| btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride); |
| |
| void addIndexedMesh(const btIndexedMesh& 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 seperate 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 btVector3& aabbMin, const btVector3& aabbMax ) const; |
| virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const; |
| |
| } |
| ; |
| |
| #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H |