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source: code/branches/gamestate/src/external/bullet/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h @ 6430

Last change on this file since 6430 was 5781, checked in by rgrieder, 15 years ago

Reverted trunk again. We might want to find a way to delete these revisions again (x3n's changes are still available as diff in the commit mails).

  • Property svn:eol-style set to native
File size: 4.5 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
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        // The index type is set when adding an indexed mesh to the
37        // btTriangleIndexVertexArray, do not set it manually
38        PHY_ScalarType          m_indexType;
39        int                     pad;
40}
41;
42
43
44typedef btAlignedObjectArray<btIndexedMesh>     IndexedMeshArray;
45
46///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
47///Additional meshes can be added using addIndexedMesh
48///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
49///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
50ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
51{
52protected:
53        IndexedMeshArray        m_indexedMeshes;
54        int m_pad[2];
55        mutable int m_hasAabb; // using int instead of bool to maintain alignment
56        mutable btVector3 m_aabbMin;
57        mutable btVector3 m_aabbMax;
58
59public:
60
61        BT_DECLARE_ALIGNED_ALLOCATOR();
62
63        btTriangleIndexVertexArray() : m_hasAabb(0)
64        {
65        }
66
67        virtual ~btTriangleIndexVertexArray();
68
69        //just to be backwards compatible
70        btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
71       
72        void    addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
73        {
74                m_indexedMeshes.push_back(mesh);
75                m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
76        }
77       
78       
79        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);
80
81        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;
82
83        /// unLockVertexBase finishes the access to a subpart of the triangle mesh
84        /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
85        virtual void    unLockVertexBase(int subpart) {(void)subpart;}
86
87        virtual void    unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
88
89        /// getNumSubParts returns the number of seperate subparts
90        /// each subpart has a continuous array of vertices and indices
91        virtual int             getNumSubParts() const { 
92                return (int)m_indexedMeshes.size();
93        }
94
95        IndexedMeshArray&       getIndexedMeshArray()
96        {
97                return m_indexedMeshes;
98        }
99
100        const IndexedMeshArray& getIndexedMeshArray() const
101        {
102                return m_indexedMeshes;
103        }
104
105        virtual void    preallocateVertices(int numverts){(void) numverts;}
106        virtual void    preallocateIndices(int numindices){(void) numindices;}
107
108        virtual bool    hasPremadeAabb() const;
109        virtual void    setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
110        virtual void    getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
111
112}
113;
114
115#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
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