2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
5 This software is provided 'as-is', without any express or implied warranty.
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8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
11 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.
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16 #ifndef B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
17 #define B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
19 #include "b3StridingMeshInterface.h"
20 #include "Bullet3Common/b3AlignedObjectArray.h"
21 #include "Bullet3Common/b3Scalar.h"
23 ///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
24 ///Instead of the number of indices, we pass the number of triangles.
25 B3_ATTRIBUTE_ALIGNED16(struct)
28 B3_DECLARE_ALIGNED_ALLOCATOR();
31 const unsigned char* m_triangleIndexBase;
32 // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
33 int m_triangleIndexStride;
35 const unsigned char* m_vertexBase;
36 // Size of a vertex, in bytes
39 // The index type is set when adding an indexed mesh to the
40 // b3TriangleIndexVertexArray, do not set it manually
41 PHY_ScalarType m_indexType;
43 // The vertex type has a default type similar to Bullet's precision mode (float or double)
44 // but can be set manually if you for example run Bullet with double precision but have
45 // mesh data in single precision..
46 PHY_ScalarType m_vertexType;
49 : m_indexType(PHY_INTEGER),
50 #ifdef B3_USE_DOUBLE_PRECISION
51 m_vertexType(PHY_DOUBLE)
52 #else // B3_USE_DOUBLE_PRECISION
53 m_vertexType(PHY_FLOAT)
54 #endif // B3_USE_DOUBLE_PRECISION
59 typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
61 ///The b3TriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
62 ///Additional meshes can be added using addIndexedMesh
63 ///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
64 ///So keep those arrays around during the lifetime of this b3TriangleIndexVertexArray.
65 B3_ATTRIBUTE_ALIGNED16(class)
66 b3TriangleIndexVertexArray : public b3StridingMeshInterface
69 IndexedMeshArray m_indexedMeshes;
71 mutable int m_hasAabb; // using int instead of bool to maintain alignment
72 mutable b3Vector3 m_aabbMin;
73 mutable b3Vector3 m_aabbMax;
76 B3_DECLARE_ALIGNED_ALLOCATOR();
78 b3TriangleIndexVertexArray() : m_hasAabb(0)
82 virtual ~b3TriangleIndexVertexArray();
84 //just to be backwards compatible
85 b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride);
87 void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
89 m_indexedMeshes.push_back(mesh);
90 m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType;
93 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);
95 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;
97 /// unLockVertexBase finishes the access to a subpart of the triangle mesh
98 /// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
99 virtual void unLockVertexBase(int subpart) { (void)subpart; }
101 virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; }
103 /// getNumSubParts returns the number of separate subparts
104 /// each subpart has a continuous array of vertices and indices
105 virtual int getNumSubParts() const
107 return (int)m_indexedMeshes.size();
110 IndexedMeshArray& getIndexedMeshArray()
112 return m_indexedMeshes;
115 const IndexedMeshArray& getIndexedMeshArray() const
117 return m_indexedMeshes;
120 virtual void preallocateVertices(int numverts) { (void)numverts; }
121 virtual void preallocateIndices(int numindices) { (void)numindices; }
123 virtual bool hasPremadeAabb() const;
124 virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
125 virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const;
128 #endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H