Differential D8762 Diff 28333 extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
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extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
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| #ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | #ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | ||||
| #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | ||||
| #include "btStridingMeshInterface.h" | #include "btStridingMeshInterface.h" | ||||
| #include "LinearMath/btAlignedObjectArray.h" | #include "LinearMath/btAlignedObjectArray.h" | ||||
| #include "LinearMath/btScalar.h" | #include "LinearMath/btScalar.h" | ||||
| ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh. | ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh. | ||||
| ///Instead of the number of indices, we pass the number of triangles. | ///Instead of the number of indices, we pass the number of triangles. | ||||
| ATTRIBUTE_ALIGNED16( struct) btIndexedMesh | ATTRIBUTE_ALIGNED16(struct) | ||||
| btIndexedMesh | |||||
| { | { | ||||
| BT_DECLARE_ALIGNED_ALLOCATOR(); | BT_DECLARE_ALIGNED_ALLOCATOR(); | ||||
| int m_numTriangles; | int m_numTriangles; | ||||
| const unsigned char * m_triangleIndexBase; | const unsigned char* m_triangleIndexBase; | ||||
| // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed) | // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed) | ||||
| int m_triangleIndexStride; | int m_triangleIndexStride; | ||||
| int m_numVertices; | int m_numVertices; | ||||
| const unsigned char * m_vertexBase; | const unsigned char* m_vertexBase; | ||||
| // Size of a vertex, in bytes | // Size of a vertex, in bytes | ||||
| int m_vertexStride; | int m_vertexStride; | ||||
| // The index type is set when adding an indexed mesh to the | // The index type is set when adding an indexed mesh to the | ||||
| // btTriangleIndexVertexArray, do not set it manually | // btTriangleIndexVertexArray, do not set it manually | ||||
| PHY_ScalarType m_indexType; | PHY_ScalarType m_indexType; | ||||
| // The vertex type has a default type similar to Bullet's precision mode (float or double) | // The vertex type has a default type similar to Bullet's precision mode (float or double) | ||||
| // but can be set manually if you for example run Bullet with double precision but have | // but can be set manually if you for example run Bullet with double precision but have | ||||
| // mesh data in single precision.. | // mesh data in single precision.. | ||||
| PHY_ScalarType m_vertexType; | PHY_ScalarType m_vertexType; | ||||
| btIndexedMesh() | btIndexedMesh() | ||||
| :m_indexType(PHY_INTEGER), | : m_indexType(PHY_INTEGER), | ||||
| #ifdef BT_USE_DOUBLE_PRECISION | #ifdef BT_USE_DOUBLE_PRECISION | ||||
| m_vertexType(PHY_DOUBLE) | m_vertexType(PHY_DOUBLE) | ||||
| #else // BT_USE_DOUBLE_PRECISION | #else // BT_USE_DOUBLE_PRECISION | ||||
| m_vertexType(PHY_FLOAT) | m_vertexType(PHY_FLOAT) | ||||
| #endif // BT_USE_DOUBLE_PRECISION | #endif // BT_USE_DOUBLE_PRECISION | ||||
| { | { | ||||
| } | } | ||||
| } | }; | ||||
| ; | |||||
| typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray; | typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray; | ||||
| ///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays. | ///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays. | ||||
| ///Additional meshes can be added using addIndexedMesh | ///Additional meshes can be added using addIndexedMesh | ||||
| ///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays. | ///No duplicate is made of the vertex/index data, it only indexes into external vertex/index arrays. | ||||
| ///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray. | ///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray. | ||||
| ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface | ATTRIBUTE_ALIGNED16(class) | ||||
| btTriangleIndexVertexArray : public btStridingMeshInterface | |||||
| { | { | ||||
| protected: | protected: | ||||
| IndexedMeshArray m_indexedMeshes; | IndexedMeshArray m_indexedMeshes; | ||||
| int m_pad[2]; | int m_pad[2]; | ||||
| mutable int m_hasAabb; // using int instead of bool to maintain alignment | mutable int m_hasAabb; // using int instead of bool to maintain alignment | ||||
| mutable btVector3 m_aabbMin; | mutable btVector3 m_aabbMin; | ||||
| mutable btVector3 m_aabbMax; | mutable btVector3 m_aabbMax; | ||||
| public: | public: | ||||
| BT_DECLARE_ALIGNED_ALLOCATOR(); | BT_DECLARE_ALIGNED_ALLOCATOR(); | ||||
| btTriangleIndexVertexArray() : m_hasAabb(0) | btTriangleIndexVertexArray() : m_hasAabb(0) | ||||
| { | { | ||||
| } | } | ||||
| virtual ~btTriangleIndexVertexArray(); | virtual ~btTriangleIndexVertexArray(); | ||||
| //just to be backwards compatible | //just to be backwards compatible | ||||
| btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride); | btTriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, btScalar* vertexBase, int vertexStride); | ||||
| void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER) | void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER) | ||||
| { | { | ||||
| m_indexedMeshes.push_back(mesh); | m_indexedMeshes.push_back(mesh); | ||||
| m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType; | m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType; | ||||
| } | } | ||||
| 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); | 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); | ||||
| 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; | 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; | ||||
| /// unLockVertexBase finishes the access to a subpart of the triangle mesh | /// unLockVertexBase finishes the access to a subpart of the triangle mesh | ||||
| /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished | /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished | ||||
| virtual void unLockVertexBase(int subpart) {(void)subpart;} | virtual void unLockVertexBase(int subpart) { (void)subpart; } | ||||
| virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;} | virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; } | ||||
| /// getNumSubParts returns the number of seperate subparts | /// getNumSubParts returns the number of separate subparts | ||||
| /// each subpart has a continuous array of vertices and indices | /// each subpart has a continuous array of vertices and indices | ||||
| virtual int getNumSubParts() const { | virtual int getNumSubParts() const | ||||
| { | |||||
| return (int)m_indexedMeshes.size(); | return (int)m_indexedMeshes.size(); | ||||
| } | } | ||||
| IndexedMeshArray& getIndexedMeshArray() | IndexedMeshArray& getIndexedMeshArray() | ||||
| { | { | ||||
| return m_indexedMeshes; | return m_indexedMeshes; | ||||
| } | } | ||||
| const IndexedMeshArray& getIndexedMeshArray() const | const IndexedMeshArray& getIndexedMeshArray() const | ||||
| { | { | ||||
| return m_indexedMeshes; | return m_indexedMeshes; | ||||
| } | } | ||||
| virtual void preallocateVertices(int numverts){(void) numverts;} | virtual void preallocateVertices(int numverts) { (void)numverts; } | ||||
| virtual void preallocateIndices(int numindices){(void) numindices;} | virtual void preallocateIndices(int numindices) { (void)numindices; } | ||||
| virtual bool hasPremadeAabb() const; | virtual bool hasPremadeAabb() const; | ||||
| virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const; | virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax) const; | ||||
| virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const; | virtual void getPremadeAabb(btVector3 * aabbMin, btVector3 * aabbMax) const; | ||||
| }; | |||||
| } | |||||
| ; | |||||
| #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H | ||||