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+/*
+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.
+*/
+
+#ifndef B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
+#define B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
+
+#include "b3StridingMeshInterface.h"
+#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_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),
+#ifdef 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;
+
+///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
+{
+protected:
+ IndexedMeshArray m_indexedMeshes;
+ int m_pad[2];
+ 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)
+ {
+ }
+
+ 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)
+ {
+ m_indexedMeshes.push_back(mesh);
+ 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;
+
+ /// 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 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 {
+ return (int)m_indexedMeshes.size();
+ }
+
+ IndexedMeshArray& getIndexedMeshArray()
+ {
+ return m_indexedMeshes;
+ }
+
+ 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;
+
+}
+;
+
+#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H