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- /*
- 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
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