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source: code/archive/animated_space_boundaries/src/external/bullet/BulletCollision/CollisionShapes/btStridingMeshInterface.h

Last change on this file was 8393, checked in by rgrieder, 14 years ago

Updated Bullet from v2.77 to v2.78.
(I'm not going to make a branch for that since the update from 2.74 to 2.77 hasn't been tested that much either).

You will HAVE to do a complete RECOMPILE! I tested with MSVC and MinGW and they both threw linker errors at me.

  • Property svn:eol-style set to native
File size: 5.3 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_STRIDING_MESHINTERFACE_H
17#define BT_STRIDING_MESHINTERFACE_H
18
19#include "LinearMath/btVector3.h"
20#include "btTriangleCallback.h"
21#include "btConcaveShape.h"
22
23
24
25
26
27///     The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes.
28/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
29/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
30class  btStridingMeshInterface
31{
32        protected:
33       
34                btVector3 m_scaling;
35
36        public:
37                btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
38                {
39
40                }
41
42                virtual ~btStridingMeshInterface();
43
44
45
46                virtual void    InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
47
48                ///brute force method to calculate aabb
49                void    calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax);
50
51                /// get read and write access to a subpart of a triangle mesh
52                /// this subpart has a continuous array of vertices and indices
53                /// in this way the mesh can be handled as chunks of memory with striding
54                /// very similar to OpenGL vertexarray support
55                /// make a call to unLockVertexBase when the read and write access is finished 
56                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;
57               
58                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;
59       
60                /// unLockVertexBase finishes the access to a subpart of the triangle mesh
61                /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
62                virtual void    unLockVertexBase(int subpart)=0;
63
64                virtual void    unLockReadOnlyVertexBase(int subpart) const=0;
65
66
67                /// getNumSubParts returns the number of seperate subparts
68                /// each subpart has a continuous array of vertices and indices
69                virtual int             getNumSubParts() const=0;
70
71                virtual void    preallocateVertices(int numverts)=0;
72                virtual void    preallocateIndices(int numindices)=0;
73
74                virtual bool    hasPremadeAabb() const { return false; }
75                virtual void    setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const
76                {
77                        (void) aabbMin;
78                        (void) aabbMax;
79                }
80                virtual void    getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const
81        {
82            (void) aabbMin;
83            (void) aabbMax;
84        }
85
86                const btVector3&        getScaling() const {
87                        return m_scaling;
88                }
89                void    setScaling(const btVector3& scaling)
90                {
91                        m_scaling = scaling;
92                }
93
94                virtual int     calculateSerializeBufferSize() const;
95
96                ///fills the dataBuffer and returns the struct name (and 0 on failure)
97                virtual const char*     serialize(void* dataBuffer, btSerializer* serializer) const;
98
99
100};
101
102struct  btIntIndexData
103{
104        int     m_value;
105};
106
107struct  btShortIntIndexData
108{
109        short m_value;
110        char m_pad[2];
111};
112
113struct  btShortIntIndexTripletData
114{
115        short   m_values[3];
116        char    m_pad[2];
117};
118
119struct  btCharIndexTripletData
120{
121        unsigned char m_values[3];
122        char    m_pad;
123};
124
125
126///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
127struct  btMeshPartData
128{
129        btVector3FloatData                      *m_vertices3f;
130        btVector3DoubleData                     *m_vertices3d;
131
132        btIntIndexData                          *m_indices32;
133        btShortIntIndexTripletData      *m_3indices16;
134        btCharIndexTripletData          *m_3indices8;
135
136        btShortIntIndexData                     *m_indices16;//backwards compatibility
137
138        int                     m_numTriangles;//length of m_indices = m_numTriangles
139        int                     m_numVertices;
140};
141
142
143///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
144struct  btStridingMeshInterfaceData
145{
146        btMeshPartData  *m_meshPartsPtr;
147        btVector3FloatData      m_scaling;
148        int     m_numMeshParts;
149        char m_padding[4];
150};
151
152
153
154
155SIMD_FORCE_INLINE       int     btStridingMeshInterface::calculateSerializeBufferSize() const
156{
157        return sizeof(btStridingMeshInterfaceData);
158}
159
160
161
162#endif //BT_STRIDING_MESHINTERFACE_H
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