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source: code/branches/pickups/src/bullet/BulletCollision/CollisionShapes/btTriangleMesh.cpp @ 3050

Last change on this file since 3050 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • 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#include "btTriangleMesh.h"
17
18
19
20btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool use4componentVertices)
21:m_use32bitIndices(use32bitIndices),
22m_use4componentVertices(use4componentVertices),
23m_weldingThreshold(0.0)
24{
25        btIndexedMesh meshIndex;
26        meshIndex.m_numTriangles = 0;
27        meshIndex.m_numVertices = 0;
28        meshIndex.m_indexType = PHY_INTEGER;
29        meshIndex.m_triangleIndexBase = 0;
30        meshIndex.m_triangleIndexStride = 3*sizeof(int);
31        meshIndex.m_vertexBase = 0;
32        meshIndex.m_vertexStride = sizeof(btVector3);
33        m_indexedMeshes.push_back(meshIndex);
34
35        if (m_use32bitIndices)
36        {
37                m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size()/3;
38                m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0];
39                m_indexedMeshes[0].m_indexType = PHY_INTEGER;
40                m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(int);
41        } else
42        {
43                m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size()/3;
44                m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0];
45                m_indexedMeshes[0].m_indexType = PHY_SHORT;
46                m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(short int);
47        }
48
49        if (m_use4componentVertices)
50        {
51                m_indexedMeshes[0].m_numVertices = m_4componentVertices.size();
52                m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
53                m_indexedMeshes[0].m_vertexStride = sizeof(btVector3);
54        } else
55        {
56                m_indexedMeshes[0].m_numVertices = m_3componentVertices.size()/3;
57                m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
58                m_indexedMeshes[0].m_vertexStride = 3*sizeof(btScalar);
59        }
60
61
62}
63
64void    btTriangleMesh::addIndex(int index)
65{
66        if (m_use32bitIndices)
67        {
68                m_32bitIndices.push_back(index);
69                m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0];
70        } else
71        {
72                m_16bitIndices.push_back(index);
73                m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0];
74        }
75}
76
77
78int     btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
79{
80        //return index of new/existing vertex
81        ///@todo: could use acceleration structure for this
82        if (m_use4componentVertices)
83        {
84                if (removeDuplicateVertices)
85                        {
86                        for (int i=0;i< m_4componentVertices.size();i++)
87                        {
88                                if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold)
89                                {
90                                        return i;
91                                }
92                        }
93                }
94                m_indexedMeshes[0].m_numVertices++;
95                m_4componentVertices.push_back(vertex);
96                m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
97
98                return m_4componentVertices.size()-1;
99               
100        } else
101        {
102               
103                if (removeDuplicateVertices)
104                {
105                        for (int i=0;i< m_3componentVertices.size();i+=3)
106                        {
107                                btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]);
108                                if ((vtx-vertex).length2() <= m_weldingThreshold)
109                                {
110                                        return i/3;
111                                }
112                        }
113        }
114                m_3componentVertices.push_back(vertex.getX());
115                m_3componentVertices.push_back(vertex.getY());
116                m_3componentVertices.push_back(vertex.getZ());
117                m_indexedMeshes[0].m_numVertices++;
118                m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
119                return (m_3componentVertices.size()/3)-1;
120        }
121
122}
123               
124void    btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2,bool removeDuplicateVertices)
125{
126        m_indexedMeshes[0].m_numTriangles++;
127        addIndex(findOrAddVertex(vertex0,removeDuplicateVertices));
128        addIndex(findOrAddVertex(vertex1,removeDuplicateVertices));
129        addIndex(findOrAddVertex(vertex2,removeDuplicateVertices));
130}
131
132int btTriangleMesh::getNumTriangles() const
133{
134        if (m_use32bitIndices)
135        {
136                return m_32bitIndices.size() / 3;
137        }
138        return m_16bitIndices.size() / 3;
139}
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