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Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h')
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+/*
+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