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Diffstat (limited to 'extern/bullet/Bullet/CollisionShapes/StridingMeshInterface.h')
-rw-r--r--extern/bullet/Bullet/CollisionShapes/StridingMeshInterface.h69
1 files changed, 69 insertions, 0 deletions
diff --git a/extern/bullet/Bullet/CollisionShapes/StridingMeshInterface.h b/extern/bullet/Bullet/CollisionShapes/StridingMeshInterface.h
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+/*
+ * Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
+ *
+ * Permission to use, copy, modify, distribute and sell this software
+ * and its documentation for any purpose is hereby granted without fee,
+ * provided that the above copyright notice appear in all copies.
+ * Erwin Coumans makes no representations about the suitability
+ * of this software for any purpose.
+ * It is provided "as is" without express or implied warranty.
+*/
+#ifndef STRIDING_MESHINTERFACE_H
+#define STRIDING_MESHINTERFACE_H
+
+#include "SimdVector3.h"
+
+/// PHY_ScalarType enumerates possible scalar types.
+/// See the StridingMeshInterface for its use
+typedef enum PHY_ScalarType {
+ PHY_FLOAT,
+ PHY_DOUBLE,
+ PHY_INTEGER,
+ PHY_SHORT,
+ PHY_FIXEDPOINT88
+} PHY_ScalarType;
+
+/// StridingMeshInterface is the interface class for high performance access to triangle meshes
+/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
+class StridingMeshInterface
+{
+ protected:
+
+ SimdVector3 m_scaling;
+
+ public:
+ StridingMeshInterface() :m_scaling(1.f,1.f,1.f)
+ {
+
+ }
+
+ virtual ~StridingMeshInterface();
+ /// get read and write access to a subpart of a triangle mesh
+ /// this subpart has a continuous array of vertices and indices
+ /// in this way the mesh can be handled as chunks of memory with striding
+ /// very similar to OpenGL vertexarray support
+ /// make a call to unLockVertexBase when the read and write access is finished
+ 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;
+
+
+ /// 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)=0;
+
+ /// getNumSubParts returns the number of seperate subparts
+ /// each subpart has a continuous array of vertices and indices
+ virtual int getNumSubParts()=0;
+
+ virtual void preallocateVertices(int numverts)=0;
+ virtual void preallocateIndices(int numindices)=0;
+
+ const SimdVector3& getScaling() {
+ return m_scaling;
+ }
+ void setScaling(const SimdVector3& scaling)
+ {
+ m_scaling = scaling;
+ }
+};
+
+#endif //STRIDING_MESHINTERFACE_H