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Diffstat (limited to 'extern/bullet2/BulletCollision/CollisionShapes/btStridingMeshInterface.h')
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diff --git a/extern/bullet2/BulletCollision/CollisionShapes/btStridingMeshInterface.h b/extern/bullet2/BulletCollision/CollisionShapes/btStridingMeshInterface.h
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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+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 STRIDING_MESHINTERFACE_H
+#define STRIDING_MESHINTERFACE_H
+
+#include "LinearMath/btVector3.h"
+#include "btTriangleCallback.h"
+#include "btConcaveShape.h"
+
+
+
+
+
+/// The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes.
+/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
+/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
+class btStridingMeshInterface
+{
+ protected:
+
+ btVector3 m_scaling;
+
+ public:
+ btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
+ {
+
+ }
+
+ virtual ~btStridingMeshInterface();
+
+
+
+ virtual void InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
+
+ ///brute force method to calculate aabb
+ void calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax);
+
+ /// 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;
+
+ 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;
+
+ /// 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;
+
+ virtual void unLockReadOnlyVertexBase(int subpart) const=0;
+
+
+ /// getNumSubParts returns the number of seperate subparts
+ /// each subpart has a continuous array of vertices and indices
+ virtual int getNumSubParts() const=0;
+
+ virtual void preallocateVertices(int numverts)=0;
+ virtual void preallocateIndices(int numindices)=0;
+
+ virtual bool hasPremadeAabb() const { return false; }
+ virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const
+ {
+ (void) aabbMin;
+ (void) aabbMax;
+ }
+ virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const
+ {
+ (void) aabbMin;
+ (void) aabbMax;
+ }
+
+ const btVector3& getScaling() const {
+ return m_scaling;
+ }
+ void setScaling(const btVector3& scaling)
+ {
+ m_scaling = scaling;
+ }
+
+ virtual int calculateSerializeBufferSize() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+ virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
+
+
+};
+
+struct btIntIndexData
+{
+ int m_value;
+};
+
+struct btShortIntIndexData
+{
+ short m_value;
+ char m_pad[2];
+};
+
+struct btShortIntIndexTripletData
+{
+ short m_values[3];
+ char m_pad[2];
+};
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btMeshPartData
+{
+ btVector3FloatData *m_vertices3f;
+ btVector3DoubleData *m_vertices3d;
+
+ btIntIndexData *m_indices32;
+ btShortIntIndexTripletData *m_3indices16;
+
+ btShortIntIndexData *m_indices16;//backwards compatibility
+
+ int m_numTriangles;//length of m_indices = m_numTriangles
+ int m_numVertices;
+};
+
+
+///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
+struct btStridingMeshInterfaceData
+{
+ btMeshPartData *m_meshPartsPtr;
+ btVector3FloatData m_scaling;
+ int m_numMeshParts;
+ char m_padding[4];
+};
+
+
+
+
+SIMD_FORCE_INLINE int btStridingMeshInterface::calculateSerializeBufferSize() const
+{
+ return sizeof(btStridingMeshInterfaceData);
+}
+
+
+
+#endif //STRIDING_MESHINTERFACE_H