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      1 /*
      2 Bullet Continuous Collision Detection and Physics Library
      3 Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
      4 
      5 This software is provided 'as-is', without any express or implied warranty.
      6 In no event will the authors be held liable for any damages arising from the use of this software.
      7 Permission is granted to anyone to use this software for any purpose,
      8 including commercial applications, and to alter it and redistribute it freely,
      9 subject to the following restrictions:
     10 
     11 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.
     12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
     13 3. This notice may not be removed or altered from any source distribution.
     14 */
     15 
     16 #ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
     17 #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
     18 
     19 #include "btStridingMeshInterface.h"
     20 #include "LinearMath/btAlignedObjectArray.h"
     21 #include "LinearMath/btScalar.h"
     22 
     23 
     24 ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
     25 ///Instead of the number of indices, we pass the number of triangles.
     26 ATTRIBUTE_ALIGNED16( struct)	btIndexedMesh
     27 {
     28 	BT_DECLARE_ALIGNED_ALLOCATOR();
     29 
     30    int                     m_numTriangles;
     31    const unsigned char *   m_triangleIndexBase;
     32    // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
     33    int                     m_triangleIndexStride;
     34    int                     m_numVertices;
     35    const unsigned char *   m_vertexBase;
     36    // Size of a vertex, in bytes
     37    int                     m_vertexStride;
     38 
     39    // The index type is set when adding an indexed mesh to the
     40    // btTriangleIndexVertexArray, do not set it manually
     41    PHY_ScalarType m_indexType;
     42 
     43    // The vertex type has a default type similar to Bullet's precision mode (float or double)
     44    // but can be set manually if you for example run Bullet with double precision but have
     45    // mesh data in single precision..
     46    PHY_ScalarType m_vertexType;
     47 
     48 
     49    btIndexedMesh()
     50 	   :m_indexType(PHY_INTEGER),
     51 #ifdef BT_USE_DOUBLE_PRECISION
     52       m_vertexType(PHY_DOUBLE)
     53 #else // BT_USE_DOUBLE_PRECISION
     54       m_vertexType(PHY_FLOAT)
     55 #endif // BT_USE_DOUBLE_PRECISION
     56       {
     57       }
     58 }
     59 ;
     60 
     61 
     62 typedef btAlignedObjectArray<btIndexedMesh>	IndexedMeshArray;
     63 
     64 ///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
     65 ///Additional meshes can be added using addIndexedMesh
     66 ///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
     67 ///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
     68 ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
     69 {
     70 protected:
     71 	IndexedMeshArray	m_indexedMeshes;
     72 	int m_pad[2];
     73 	mutable int m_hasAabb; // using int instead of bool to maintain alignment
     74 	mutable btVector3 m_aabbMin;
     75 	mutable btVector3 m_aabbMax;
     76 
     77 public:
     78 
     79 	BT_DECLARE_ALIGNED_ALLOCATOR();
     80 
     81 	btTriangleIndexVertexArray() : m_hasAabb(0)
     82 	{
     83 	}
     84 
     85 	virtual ~btTriangleIndexVertexArray();
     86 
     87 	//just to be backwards compatible
     88 	btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
     89 
     90 	void	addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
     91 	{
     92 		m_indexedMeshes.push_back(mesh);
     93 		m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
     94 	}
     95 
     96 
     97 	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);
     98 
     99 	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;
    100 
    101 	/// unLockVertexBase finishes the access to a subpart of the triangle mesh
    102 	/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
    103 	virtual void	unLockVertexBase(int subpart) {(void)subpart;}
    104 
    105 	virtual void	unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
    106 
    107 	/// getNumSubParts returns the number of seperate subparts
    108 	/// each subpart has a continuous array of vertices and indices
    109 	virtual int		getNumSubParts() const {
    110 		return (int)m_indexedMeshes.size();
    111 	}
    112 
    113 	IndexedMeshArray&	getIndexedMeshArray()
    114 	{
    115 		return m_indexedMeshes;
    116 	}
    117 
    118 	const IndexedMeshArray&	getIndexedMeshArray() const
    119 	{
    120 		return m_indexedMeshes;
    121 	}
    122 
    123 	virtual void	preallocateVertices(int numverts){(void) numverts;}
    124 	virtual void	preallocateIndices(int numindices){(void) numindices;}
    125 
    126 	virtual bool	hasPremadeAabb() const;
    127 	virtual void	setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
    128 	virtual void	getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
    129 
    130 }
    131 ;
    132 
    133 #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
    134