Blender V2.61 - r43446

btTriangleIndexVertexArray.h

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00001 /*
00002 Bullet Continuous Collision Detection and Physics Library
00003 Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
00004 
00005 This software is provided 'as-is', without any express or implied warranty.
00006 In no event will the authors be held liable for any damages arising from the use of this software.
00007 Permission is granted to anyone to use this software for any purpose, 
00008 including commercial applications, and to alter it and redistribute it freely, 
00009 subject to the following restrictions:
00010 
00011 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.
00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
00013 3. This notice may not be removed or altered from any source distribution.
00014 */
00015 
00016 #ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
00017 #define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
00018 
00019 #include "btStridingMeshInterface.h"
00020 #include "LinearMath/btAlignedObjectArray.h"
00021 #include "LinearMath/btScalar.h"
00022 
00023 
00026 ATTRIBUTE_ALIGNED16( struct)    btIndexedMesh
00027 {
00028     BT_DECLARE_ALIGNED_ALLOCATOR();
00029 
00030    int                     m_numTriangles;
00031    const unsigned char *   m_triangleIndexBase;
00032    int                     m_triangleIndexStride;
00033    int                     m_numVertices;
00034    const unsigned char *   m_vertexBase;
00035    int                     m_vertexStride;
00036 
00037    // The index type is set when adding an indexed mesh to the
00038    // btTriangleIndexVertexArray, do not set it manually
00039    PHY_ScalarType m_indexType;
00040 
00041    // The vertex type has a default type similar to Bullet's precision mode (float or double)
00042    // but can be set manually if you for example run Bullet with double precision but have
00043    // mesh data in single precision..
00044    PHY_ScalarType m_vertexType;
00045 
00046 
00047    btIndexedMesh()
00048        :m_indexType(PHY_INTEGER),
00049 #ifdef BT_USE_DOUBLE_PRECISION
00050       m_vertexType(PHY_DOUBLE)
00051 #else // BT_USE_DOUBLE_PRECISION
00052       m_vertexType(PHY_FLOAT)
00053 #endif // BT_USE_DOUBLE_PRECISION
00054       {
00055       }
00056 }
00057 ;
00058 
00059 
00060 typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray;
00061 
00066 ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
00067 {
00068 protected:
00069     IndexedMeshArray    m_indexedMeshes;
00070     int m_pad[2];
00071     mutable int m_hasAabb; // using int instead of bool to maintain alignment
00072     mutable btVector3 m_aabbMin;
00073     mutable btVector3 m_aabbMax;
00074 
00075 public:
00076 
00077     BT_DECLARE_ALIGNED_ALLOCATOR();
00078 
00079     btTriangleIndexVertexArray() : m_hasAabb(0)
00080     {
00081     }
00082 
00083     virtual ~btTriangleIndexVertexArray();
00084 
00085     //just to be backwards compatible
00086     btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
00087     
00088     void    addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
00089     {
00090         m_indexedMeshes.push_back(mesh);
00091         m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
00092     }
00093     
00094     
00095     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);
00096 
00097     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;
00098 
00101     virtual void    unLockVertexBase(int subpart) {(void)subpart;}
00102 
00103     virtual void    unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
00104 
00107     virtual int     getNumSubParts() const { 
00108         return (int)m_indexedMeshes.size();
00109     }
00110 
00111     IndexedMeshArray&   getIndexedMeshArray()
00112     {
00113         return m_indexedMeshes;
00114     }
00115 
00116     const IndexedMeshArray& getIndexedMeshArray() const
00117     {
00118         return m_indexedMeshes;
00119     }
00120 
00121     virtual void    preallocateVertices(int numverts){(void) numverts;}
00122     virtual void    preallocateIndices(int numindices){(void) numindices;}
00123 
00124     virtual bool    hasPremadeAabb() const;
00125     virtual void    setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
00126     virtual void    getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
00127 
00128 }
00129 ;
00130 
00131 #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H