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authorErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-10-23 06:54:30 +0400
commit44d16f056215e6068f0b186a0ab766165cf3966e (patch)
treef0ad85e29c32563d1d4c1c46db4e2cd22f7f78dc /extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
parente459764b4b056959e354edca3868a91ff9bc272f (diff)
Added refactored Bullet 2.x library. Important: these files are not part of the Blender build yet. First, the integration will be updated to make use of the new Bullet version. Then all build systems needs to be updated.
The refactoring didn't leave a single file the same, all filenames and classes have bt prefix, methodnames start with lowercase, a single headerfile can be included, and also a single include path. Plan is to make use of this Bullet 2.x version in extern/bullet2 within the coming weeks, then extern/bullet can be discarded/ignored/content removed.
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
new file mode 100644
index 00000000000..638c8b87fb1
--- /dev/null
+++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
@@ -0,0 +1,82 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. 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.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
+#define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
+
+#include "btStridingMeshInterface.h"
+#include <vector>
+
+///IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
+///instead of the number of indices, we pass the number of triangles
+///todo: explain with pictures
+struct btIndexedMesh
+ {
+ int m_numTriangles;
+ int* m_triangleIndexBase;
+ int m_triangleIndexStride;
+ int m_numVertices;
+ float* m_vertexBase;
+ int m_vertexStride;
+ };
+
+///TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
+///Additional meshes can be added using addIndexedMesh
+///No duplcate 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.
+class btTriangleIndexVertexArray : public btStridingMeshInterface
+{
+ std::vector<btIndexedMesh> m_indexedMeshes;
+
+
+public:
+
+
+
+ btTriangleIndexVertexArray()
+ {
+ }
+
+ //just to be backwards compatible
+ btTriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride);
+
+ void addIndexedMesh(const btIndexedMesh& mesh)
+ {
+ m_indexedMeshes.push_back(mesh);
+ }
+
+
+ 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;
+
+ /// 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
+ virtual void unLockVertexBase(int subpart) {}
+
+ virtual void unLockReadOnlyVertexBase(int subpart) const {}
+
+ /// getNumSubParts returns the number of seperate subparts
+ /// each subpart has a continuous array of vertices and indices
+ virtual int getNumSubParts() const {
+ return (int)m_indexedMeshes.size();
+ }
+
+ virtual void preallocateVertices(int numverts){}
+ virtual void preallocateIndices(int numindices){}
+
+};
+
+#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H