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source: code/branches/gamecontent/src/external/bullet/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h @ 8895

Last change on this file since 8895 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 5.0 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_TRIANGLE_INDEX_VERTEX_ARRAY_H
17#define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
18
19#include "btStridingMeshInterface.h"
20#include "LinearMath/btAlignedObjectArray.h"
21#include "LinearMath/btScalar.h"
22
23
24///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
25///Instead of the number of indices, we pass the number of triangles.
26ATTRIBUTE_ALIGNED16( struct)    btIndexedMesh
27{
28        BT_DECLARE_ALIGNED_ALLOCATOR();
29
30   int                     m_numTriangles;
31   const unsigned char *   m_triangleIndexBase;
32   int                     m_triangleIndexStride;
33   int                     m_numVertices;
34   const unsigned char *   m_vertexBase;
35   int                     m_vertexStride;
36
37   // The index type is set when adding an indexed mesh to the
38   // btTriangleIndexVertexArray, do not set it manually
39   PHY_ScalarType m_indexType;
40
41   // The vertex type has a default type similar to Bullet's precision mode (float or double)
42   // but can be set manually if you for example run Bullet with double precision but have
43   // mesh data in single precision..
44   PHY_ScalarType m_vertexType;
45
46
47   btIndexedMesh()
48           :m_indexType(PHY_INTEGER),
49#ifdef BT_USE_DOUBLE_PRECISION
50      m_vertexType(PHY_DOUBLE)
51#else // BT_USE_DOUBLE_PRECISION
52      m_vertexType(PHY_FLOAT)
53#endif // BT_USE_DOUBLE_PRECISION
54      {
55      }
56}
57;
58
59
60typedef btAlignedObjectArray<btIndexedMesh>     IndexedMeshArray;
61
62///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
63///Additional meshes can be added using addIndexedMesh
64///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
65///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
66ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
67{
68protected:
69        IndexedMeshArray        m_indexedMeshes;
70        int m_pad[2];
71        mutable int m_hasAabb; // using int instead of bool to maintain alignment
72        mutable btVector3 m_aabbMin;
73        mutable btVector3 m_aabbMax;
74
75public:
76
77        BT_DECLARE_ALIGNED_ALLOCATOR();
78
79        btTriangleIndexVertexArray() : m_hasAabb(0)
80        {
81        }
82
83        virtual ~btTriangleIndexVertexArray();
84
85        //just to be backwards compatible
86        btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
87       
88        void    addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
89        {
90                m_indexedMeshes.push_back(mesh);
91                m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
92        }
93       
94       
95        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);
96
97        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;
98
99        /// unLockVertexBase finishes the access to a subpart of the triangle mesh
100        /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
101        virtual void    unLockVertexBase(int subpart) {(void)subpart;}
102
103        virtual void    unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
104
105        /// getNumSubParts returns the number of seperate subparts
106        /// each subpart has a continuous array of vertices and indices
107        virtual int             getNumSubParts() const { 
108                return (int)m_indexedMeshes.size();
109        }
110
111        IndexedMeshArray&       getIndexedMeshArray()
112        {
113                return m_indexedMeshes;
114        }
115
116        const IndexedMeshArray& getIndexedMeshArray() const
117        {
118                return m_indexedMeshes;
119        }
120
121        virtual void    preallocateVertices(int numverts){(void) numverts;}
122        virtual void    preallocateIndices(int numindices){(void) numindices;}
123
124        virtual bool    hasPremadeAabb() const;
125        virtual void    setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
126        virtual void    getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
127
128}
129;
130
131#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
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