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source: code/branches/mac_osx2/src/external/bullet/BulletCollision/CollisionShapes/btStridingMeshInterface.h @ 8798

Last change on this file since 8798 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: 5.2 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 STRIDING_MESHINTERFACE_H
17#define 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
119///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
120struct  btMeshPartData
121{
122        btVector3FloatData                      *m_vertices3f;
123        btVector3DoubleData                     *m_vertices3d;
124
125        btIntIndexData                          *m_indices32;
126        btShortIntIndexTripletData      *m_3indices16;
127
128        btShortIntIndexData                     *m_indices16;//backwards compatibility
129
130        int                     m_numTriangles;//length of m_indices = m_numTriangles
131        int                     m_numVertices;
132};
133
134
135///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
136struct  btStridingMeshInterfaceData
137{
138        btMeshPartData  *m_meshPartsPtr;
139        btVector3FloatData      m_scaling;
140        int     m_numMeshParts;
141        char m_padding[4];
142};
143
144
145
146
147SIMD_FORCE_INLINE       int     btStridingMeshInterface::calculateSerializeBufferSize() const
148{
149        return sizeof(btStridingMeshInterfaceData);
150}
151
152
153
154#endif //STRIDING_MESHINTERFACE_H
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