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Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h')
-rw-r--r-- | extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h | 82 |
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 |