Welcome to mirror list, hosted at ThFree Co, Russian Federation.

StridingMeshInterface.h « CollisionShapes « Bullet « bullet « extern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 82f89b4dbe0f105e9aac37644f691888cfddc168 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
/*
 * Copyright (c) 2005 Erwin Coumans http://continuousphysics.com/Bullet/
 *
 * 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"
#include "TriangleCallback.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();



		void	InternalProcessAllTriangles(InternalTriangleIndexCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;


		/// 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;

		const SimdVector3&	getScaling() const {
			return m_scaling;
		}
		void	setScaling(const SimdVector3& scaling)
		{
			m_scaling = scaling;
		}


};

#endif //STRIDING_MESHINTERFACE_H