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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_TRIANGLE_INDEX_VERTEX_ARRAY_H
- #define B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
- #include "b3StridingMeshInterface.h"
- #include "Bullet3Common/b3AlignedObjectArray.h"
- #include "Bullet3Common/b3Scalar.h"
- ///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
- ///Instead of the number of indices, we pass the number of triangles.
- B3_ATTRIBUTE_ALIGNED16(struct)
- b3IndexedMesh
- {
- B3_DECLARE_ALIGNED_ALLOCATOR();
- int m_numTriangles;
- const unsigned char* m_triangleIndexBase;
- // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
- int m_triangleIndexStride;
- int m_numVertices;
- const unsigned char* m_vertexBase;
- // Size of a vertex, in bytes
- int m_vertexStride;
- // The index type is set when adding an indexed mesh to the
- // b3TriangleIndexVertexArray, 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;
- b3IndexedMesh()
- : m_indexType(PHY_INTEGER),
- #ifdef B3_USE_DOUBLE_PRECISION
- m_vertexType(PHY_DOUBLE)
- #else // B3_USE_DOUBLE_PRECISION
- m_vertexType(PHY_FLOAT)
- #endif // B3_USE_DOUBLE_PRECISION
- {
- }
- };
- typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
- ///The b3TriangleIndexVertexArray 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 b3TriangleIndexVertexArray.
- B3_ATTRIBUTE_ALIGNED16(class)
- b3TriangleIndexVertexArray : public b3StridingMeshInterface
- {
- protected:
- IndexedMeshArray m_indexedMeshes;
- int m_pad[2];
- mutable int m_hasAabb; // using int instead of bool to maintain alignment
- mutable b3Vector3 m_aabbMin;
- mutable b3Vector3 m_aabbMax;
- public:
- B3_DECLARE_ALIGNED_ALLOCATOR();
- b3TriangleIndexVertexArray() : m_hasAabb(0)
- {
- }
- virtual ~b3TriangleIndexVertexArray();
- //just to be backwards compatible
- b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride);
- void addIndexedMesh(const b3IndexedMesh& 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 separate 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 b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
- virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const;
- };
- #endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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