Bullet Collision Detection & Physics Library
btTriangleIndexVertexArray.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
17#define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
18
21#include "LinearMath/btScalar.h"
22
23
27{
29
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)
35 const unsigned char * m_vertexBase;
36 // Size of a vertex, in bytes
38
39 // The index type is set when adding an indexed mesh to the
40 // btTriangleIndexVertexArray, do not set it manually
42
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..
47
48
50 :m_indexType(PHY_INTEGER),
51#ifdef BT_USE_DOUBLE_PRECISION
52 m_vertexType(PHY_DOUBLE)
53#else // BT_USE_DOUBLE_PRECISION
54 m_vertexType(PHY_FLOAT)
55#endif // BT_USE_DOUBLE_PRECISION
56 {
57 }
58}
59;
60
61
63
69{
70protected:
72 int m_pad[2];
73 mutable int m_hasAabb; // using int instead of bool to maintain alignment
76
77public:
78
80
82 {
83 }
84
86
87 //just to be backwards compatible
88 btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
89
91 {
92 m_indexedMeshes.push_back(mesh);
93 m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
94 }
95
96
97 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);
98
99 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;
100
103 virtual void unLockVertexBase(int subpart) {(void)subpart;}
104
105 virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
106
109 virtual int getNumSubParts() const {
110 return (int)m_indexedMeshes.size();
111 }
112
114 {
115 return m_indexedMeshes;
116 }
117
119 {
120 return m_indexedMeshes;
121 }
122
123 virtual void preallocateVertices(int numverts){(void) numverts;}
124 virtual void preallocateIndices(int numindices){(void) numindices;}
125
126 virtual bool hasPremadeAabb() const;
127 virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
128 virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
129
130}
131;
132
133#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
PHY_ScalarType
PHY_ScalarType enumerates possible scalar types.
@ PHY_FLOAT
@ PHY_DOUBLE
@ PHY_INTEGER
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:82
btAlignedObjectArray< btIndexedMesh > IndexedMeshArray
int size() const
return the number of elements in the array
void push_back(const T &_Val)
The btStridingMeshInterface is the interface class for high performance generic access to triangle me...
The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing t...
virtual void unLockVertexBase(int subpart)
unLockVertexBase finishes the access to a subpart of the triangle mesh make a call to unLockVertexBas...
void addIndexedMesh(const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER)
virtual void unLockReadOnlyVertexBase(int subpart) const
virtual int getNumSubParts() const
getNumSubParts returns the number of seperate subparts each subpart has a continuous array of vertice...
virtual void preallocateIndices(int numindices)
const IndexedMeshArray & getIndexedMeshArray() const
virtual void preallocateVertices(int numverts)
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:84
The btIndexedMesh indexes a single vertex and index array.
PHY_ScalarType m_indexType
const unsigned char * m_vertexBase
BT_DECLARE_ALIGNED_ALLOCATOR()
const unsigned char * m_triangleIndexBase
PHY_ScalarType m_vertexType