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authorAndreaCatania <info@andreacatania.com>2017-08-01 14:30:58 +0200
committerAndreaCatania <info@andreacatania.com>2017-11-04 20:08:26 +0100
commited047261f06f814eeb88a1f6ee2dd8abd7a14034 (patch)
tree3addbdbfa8ca5068226a644a0dbbbee0ed691303 /thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp
parent3cbcf5c2ddadf1cd630137d6bd438634b8517b00 (diff)
Vendor thirdparty Bullet source for upcoming physics server backend
Diffstat (limited to 'thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp')
-rw-r--r--thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp95
1 files changed, 95 insertions, 0 deletions
diff --git a/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp b/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp
new file mode 100644
index 0000000000..a0f59babbe
--- /dev/null
+++ b/thirdparty/bullet/src/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.cpp
@@ -0,0 +1,95 @@
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+
+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.
+*/
+
+#include "b3TriangleIndexVertexArray.h"
+
+b3TriangleIndexVertexArray::b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride)
+: m_hasAabb(0)
+{
+ b3IndexedMesh mesh;
+
+ mesh.m_numTriangles = numTriangles;
+ mesh.m_triangleIndexBase = (const unsigned char *)triangleIndexBase;
+ mesh.m_triangleIndexStride = triangleIndexStride;
+ mesh.m_numVertices = numVertices;
+ mesh.m_vertexBase = (const unsigned char *)vertexBase;
+ mesh.m_vertexStride = vertexStride;
+
+ addIndexedMesh(mesh);
+
+}
+
+b3TriangleIndexVertexArray::~b3TriangleIndexVertexArray()
+{
+
+}
+
+void b3TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart)
+{
+ b3Assert(subpart< getNumSubParts() );
+
+ b3IndexedMesh& mesh = m_indexedMeshes[subpart];
+
+ numverts = mesh.m_numVertices;
+ (*vertexbase) = (unsigned char *) mesh.m_vertexBase;
+
+ type = mesh.m_vertexType;
+
+ vertexStride = mesh.m_vertexStride;
+
+ numfaces = mesh.m_numTriangles;
+
+ (*indexbase) = (unsigned char *)mesh.m_triangleIndexBase;
+ indexstride = mesh.m_triangleIndexStride;
+ indicestype = mesh.m_indexType;
+}
+
+void b3TriangleIndexVertexArray::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) const
+{
+ const b3IndexedMesh& mesh = m_indexedMeshes[subpart];
+
+ numverts = mesh.m_numVertices;
+ (*vertexbase) = (const unsigned char *)mesh.m_vertexBase;
+
+ type = mesh.m_vertexType;
+
+ vertexStride = mesh.m_vertexStride;
+
+ numfaces = mesh.m_numTriangles;
+ (*indexbase) = (const unsigned char *)mesh.m_triangleIndexBase;
+ indexstride = mesh.m_triangleIndexStride;
+ indicestype = mesh.m_indexType;
+}
+
+bool b3TriangleIndexVertexArray::hasPremadeAabb() const
+{
+ return (m_hasAabb == 1);
+}
+
+
+void b3TriangleIndexVertexArray::setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
+{
+ m_aabbMin = aabbMin;
+ m_aabbMax = aabbMax;
+ m_hasAabb = 1; // this is intentionally an int see notes in header
+}
+
+void b3TriangleIndexVertexArray::getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
+{
+ *aabbMin = m_aabbMin;
+ *aabbMax = m_aabbMax;
+}
+
+