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-rw-r--r--thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h203
1 files changed, 97 insertions, 106 deletions
diff --git a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h
index 9513f68f77..087b30f3e6 100644
--- a/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h
+++ b/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h
@@ -20,148 +20,139 @@ subject to the following restrictions:
#include "b3TriangleCallback.h"
//#include "b3ConcaveShape.h"
-
-enum PHY_ScalarType {
- PHY_FLOAT, PHY_DOUBLE, PHY_INTEGER, PHY_SHORT,
- PHY_FIXEDPOINT88, PHY_UCHAR
+enum PHY_ScalarType
+{
+ PHY_FLOAT,
+ PHY_DOUBLE,
+ PHY_INTEGER,
+ PHY_SHORT,
+ PHY_FIXEDPOINT88,
+ PHY_UCHAR
};
-
/// The b3StridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with b3BvhTriangleMeshShape and some other collision shapes.
/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
-B3_ATTRIBUTE_ALIGNED16(class ) b3StridingMeshInterface
+B3_ATTRIBUTE_ALIGNED16(class)
+b3StridingMeshInterface
{
- protected:
-
- b3Vector3 m_scaling;
-
- public:
- B3_DECLARE_ALIGNED_ALLOCATOR();
-
- b3StridingMeshInterface() :m_scaling(b3MakeVector3(b3Scalar(1.),b3Scalar(1.),b3Scalar(1.)))
- {
-
- }
-
- virtual ~b3StridingMeshInterface();
-
-
-
- virtual void InternalProcessAllTriangles(b3InternalTriangleIndexCallback* callback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
-
- ///brute force method to calculate aabb
- void calculateAabbBruteForce(b3Vector3& aabbMin,b3Vector3& aabbMax);
-
- /// 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;
-
- virtual bool hasPremadeAabb() const { return false; }
- virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
- {
- (void) aabbMin;
- (void) aabbMax;
- }
- virtual void getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
- {
- (void) aabbMin;
- (void) aabbMax;
- }
-
- const b3Vector3& getScaling() const {
- return m_scaling;
- }
- void setScaling(const b3Vector3& scaling)
- {
- m_scaling = scaling;
- }
-
- virtual int calculateSerializeBufferSize() const;
-
- ///fills the dataBuffer and returns the struct name (and 0 on failure)
- //virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
-
-
+protected:
+ b3Vector3 m_scaling;
+
+public:
+ B3_DECLARE_ALIGNED_ALLOCATOR();
+
+ b3StridingMeshInterface() : m_scaling(b3MakeVector3(b3Scalar(1.), b3Scalar(1.), b3Scalar(1.)))
+ {
+ }
+
+ virtual ~b3StridingMeshInterface();
+
+ virtual void InternalProcessAllTriangles(b3InternalTriangleIndexCallback * callback, const b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
+
+ ///brute force method to calculate aabb
+ void calculateAabbBruteForce(b3Vector3 & aabbMin, b3Vector3 & aabbMax);
+
+ /// 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;
+
+ virtual bool hasPremadeAabb() const { return false; }
+ virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const
+ {
+ (void)aabbMin;
+ (void)aabbMax;
+ }
+ virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const
+ {
+ (void)aabbMin;
+ (void)aabbMax;
+ }
+
+ const b3Vector3& getScaling() const
+ {
+ return m_scaling;
+ }
+ void setScaling(const b3Vector3& scaling)
+ {
+ m_scaling = scaling;
+ }
+
+ virtual int calculateSerializeBufferSize() const;
+
+ ///fills the dataBuffer and returns the struct name (and 0 on failure)
+ //virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
};
-struct b3IntIndexData
+struct b3IntIndexData
{
- int m_value;
+ int m_value;
};
-struct b3ShortIntIndexData
+struct b3ShortIntIndexData
{
short m_value;
char m_pad[2];
};
-struct b3ShortIntIndexTripletData
+struct b3ShortIntIndexTripletData
{
- short m_values[3];
- char m_pad[2];
+ short m_values[3];
+ char m_pad[2];
};
-struct b3CharIndexTripletData
+struct b3CharIndexTripletData
{
unsigned char m_values[3];
- char m_pad;
+ char m_pad;
};
-
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
-struct b3MeshPartData
+struct b3MeshPartData
{
- b3Vector3FloatData *m_vertices3f;
- b3Vector3DoubleData *m_vertices3d;
+ b3Vector3FloatData* m_vertices3f;
+ b3Vector3DoubleData* m_vertices3d;
- b3IntIndexData *m_indices32;
- b3ShortIntIndexTripletData *m_3indices16;
- b3CharIndexTripletData *m_3indices8;
+ b3IntIndexData* m_indices32;
+ b3ShortIntIndexTripletData* m_3indices16;
+ b3CharIndexTripletData* m_3indices8;
- b3ShortIntIndexData *m_indices16;//backwards compatibility
+ b3ShortIntIndexData* m_indices16; //backwards compatibility
- int m_numTriangles;//length of m_indices = m_numTriangles
- int m_numVertices;
+ int m_numTriangles; //length of m_indices = m_numTriangles
+ int m_numVertices;
};
-
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
-struct b3StridingMeshInterfaceData
+struct b3StridingMeshInterfaceData
{
- b3MeshPartData *m_meshPartsPtr;
- b3Vector3FloatData m_scaling;
- int m_numMeshParts;
+ b3MeshPartData* m_meshPartsPtr;
+ b3Vector3FloatData m_scaling;
+ int m_numMeshParts;
char m_padding[4];
};
-
-
-
-B3_FORCE_INLINE int b3StridingMeshInterface::calculateSerializeBufferSize() const
+B3_FORCE_INLINE int b3StridingMeshInterface::calculateSerializeBufferSize() const
{
return sizeof(b3StridingMeshInterfaceData);
}
-
-
-#endif //B3_STRIDING_MESHINTERFACE_H
+#endif //B3_STRIDING_MESHINTERFACE_H