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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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#ifndef BT_STRIDING_MESHINTERFACE_H
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#define BT_STRIDING_MESHINTERFACE_H
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#include "LinearMath/btVector3.h"
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#include "btTriangleCallback.h"
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#include "btConcaveShape.h"
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/// The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes.
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/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
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/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
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class btStridingMeshInterface
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btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
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virtual ~btStridingMeshInterface();
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virtual void InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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///brute force method to calculate aabb
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void calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax);
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/// get read and write access to a subpart of a triangle mesh
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/// this subpart has a continuous array of vertices and indices
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/// in this way the mesh can be handled as chunks of memory with striding
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/// very similar to OpenGL vertexarray support
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/// make a call to unLockVertexBase when the read and write access is finished
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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;
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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;
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/// unLockVertexBase finishes the access to a subpart of the triangle mesh
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/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
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virtual void unLockVertexBase(int subpart)=0;
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virtual void unLockReadOnlyVertexBase(int subpart) const=0;
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/// getNumSubParts returns the number of seperate subparts
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/// each subpart has a continuous array of vertices and indices
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virtual int getNumSubParts() const=0;
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virtual void preallocateVertices(int numverts)=0;
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virtual void preallocateIndices(int numindices)=0;
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virtual bool hasPremadeAabb() const { return false; }
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virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const
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virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const
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const btVector3& getScaling() const {
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void setScaling(const btVector3& scaling)
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virtual int calculateSerializeBufferSize() const;
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///fills the dataBuffer and returns the struct name (and 0 on failure)
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virtual const char* serialize(void* dataBuffer, btSerializer* serializer) const;
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struct btIntIndexData
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struct btShortIntIndexData
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struct btShortIntIndexTripletData
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struct btCharIndexTripletData
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unsigned char m_values[3];
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btMeshPartData
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btVector3FloatData *m_vertices3f;
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btVector3DoubleData *m_vertices3d;
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btIntIndexData *m_indices32;
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btShortIntIndexTripletData *m_3indices16;
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btCharIndexTripletData *m_3indices8;
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btShortIntIndexData *m_indices16;//backwards compatibility
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int m_numTriangles;//length of m_indices = m_numTriangles
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///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
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struct btStridingMeshInterfaceData
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btMeshPartData *m_meshPartsPtr;
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btVector3FloatData m_scaling;
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SIMD_FORCE_INLINE int btStridingMeshInterface::calculateSerializeBufferSize() const
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return sizeof(btStridingMeshInterfaceData);
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#endif //BT_STRIDING_MESHINTERFACE_H