diff options
Diffstat (limited to 'thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h')
-rw-r--r-- | thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3TriangleIndexVertexArray.h | 113 |
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 |