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authorOussama <o.boukhelf@gmail.com>2019-01-03 14:26:51 +0100
committerRĂ©mi Verschelde <rverschelde@gmail.com>2019-01-07 12:30:35 +0100
commit22b7c9dfa80d0f7abca40f061865c2ab3c136a74 (patch)
tree311cd3f22b012329160f9d43810aea429994af48 /thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h
parenta6722cf36251ddcb538e6ebed9fa4950342b68ba (diff)
Update Bullet to the latest commit 126b676
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h')
-rw-r--r--thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h113
1 files changed, 54 insertions, 59 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h
index d26b2893bc..b6ceb8df10 100644
--- a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h
+++ b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h
@@ -20,62 +20,59 @@ subject to the following restrictions:
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "Bullet3Common/b3Scalar.h"
-
///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
///Instead of the number of indices, we pass the number of triangles.
-B3_ATTRIBUTE_ALIGNED16( struct) b3IndexedMesh
+B3_ATTRIBUTE_ALIGNED16(struct)
+b3IndexedMesh
{
B3_DECLARE_ALIGNED_ALLOCATOR();
- int m_numTriangles;
- const unsigned char * m_triangleIndexBase;
- // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
- int m_triangleIndexStride;
- int m_numVertices;
- const unsigned char * m_vertexBase;
- // Size of a vertex, in bytes
- int m_vertexStride;
-
- // The index type is set when adding an indexed mesh to the
- // b3TriangleIndexVertexArray, do not set it manually
- PHY_ScalarType m_indexType;
-
- // The vertex type has a default type similar to Bullet's precision mode (float or double)
- // but can be set manually if you for example run Bullet with double precision but have
- // mesh data in single precision..
- PHY_ScalarType m_vertexType;
-
-
- b3IndexedMesh()
- :m_indexType(PHY_INTEGER),
+ int m_numTriangles;
+ const unsigned char* m_triangleIndexBase;
+ // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
+ int m_triangleIndexStride;
+ int m_numVertices;
+ const unsigned char* m_vertexBase;
+ // Size of a vertex, in bytes
+ int m_vertexStride;
+
+ // The index type is set when adding an indexed mesh to the
+ // b3TriangleIndexVertexArray, do not set it manually
+ PHY_ScalarType m_indexType;
+
+ // The vertex type has a default type similar to Bullet's precision mode (float or double)
+ // but can be set manually if you for example run Bullet with double precision but have
+ // mesh data in single precision..
+ PHY_ScalarType m_vertexType;
+
+ b3IndexedMesh()
+ : m_indexType(PHY_INTEGER),
#ifdef B3_USE_DOUBLE_PRECISION
- m_vertexType(PHY_DOUBLE)
-#else // B3_USE_DOUBLE_PRECISION
- m_vertexType(PHY_FLOAT)
-#endif // B3_USE_DOUBLE_PRECISION
- {
- }
-}
-;
-
+ m_vertexType(PHY_DOUBLE)
+#else // B3_USE_DOUBLE_PRECISION
+ m_vertexType(PHY_FLOAT)
+#endif // B3_USE_DOUBLE_PRECISION
+ {
+ }
+};
-typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
+typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
///The b3TriangleIndexVertexArray allows to access multiple triangle 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 b3TriangleIndexVertexArray.
-B3_ATTRIBUTE_ALIGNED16( class) b3TriangleIndexVertexArray : public b3StridingMeshInterface
+B3_ATTRIBUTE_ALIGNED16(class)
+b3TriangleIndexVertexArray : public b3StridingMeshInterface
{
protected:
- IndexedMeshArray m_indexedMeshes;
+ IndexedMeshArray m_indexedMeshes;
int m_pad[2];
- mutable int m_hasAabb; // using int instead of bool to maintain alignment
+ mutable int m_hasAabb; // using int instead of bool to maintain alignment
mutable b3Vector3 m_aabbMin;
mutable b3Vector3 m_aabbMax;
public:
-
B3_DECLARE_ALIGNED_ALLOCATOR();
b3TriangleIndexVertexArray() : m_hasAabb(0)
@@ -85,49 +82,47 @@ public:
virtual ~b3TriangleIndexVertexArray();
//just to be backwards compatible
- b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride);
-
- void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
+ b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride);
+
+ void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
{
m_indexedMeshes.push_back(mesh);
- m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
+ m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType;
}
-
-
- 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;
+ 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) {(void)subpart;}
+ virtual void unLockVertexBase(int subpart) { (void)subpart; }
- virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
+ virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; }
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
- virtual int getNumSubParts() const {
+ virtual int getNumSubParts() const
+ {
return (int)m_indexedMeshes.size();
}
- IndexedMeshArray& getIndexedMeshArray()
+ IndexedMeshArray& getIndexedMeshArray()
{
return m_indexedMeshes;
}
- const IndexedMeshArray& getIndexedMeshArray() const
+ const IndexedMeshArray& getIndexedMeshArray() const
{
return m_indexedMeshes;
}
- virtual void preallocateVertices(int numverts){(void) numverts;}
- virtual void preallocateIndices(int numindices){(void) numindices;}
-
- virtual bool hasPremadeAabb() const;
- virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const;
- virtual void getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const;
+ virtual void preallocateVertices(int numverts) { (void)numverts; }
+ virtual void preallocateIndices(int numindices) { (void)numindices; }
-}
-;
+ virtual bool hasPremadeAabb() const;
+ virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
+ virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const;
+};
-#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
+#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H