Blender V4.3
btTriangleMesh.cpp
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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#include "btTriangleMesh.h"
17
18btTriangleMesh::btTriangleMesh(bool use32bitIndices, bool use4componentVertices)
19 : m_use32bitIndices(use32bitIndices),
20 m_use4componentVertices(use4componentVertices),
21 m_weldingThreshold(0.0)
22{
23 btIndexedMesh meshIndex;
24 meshIndex.m_numTriangles = 0;
25 meshIndex.m_numVertices = 0;
26 meshIndex.m_indexType = PHY_INTEGER;
27 meshIndex.m_triangleIndexBase = 0;
28 meshIndex.m_triangleIndexStride = 3 * sizeof(int);
29 meshIndex.m_vertexBase = 0;
30 meshIndex.m_vertexStride = sizeof(btVector3);
31 m_indexedMeshes.push_back(meshIndex);
32
33 if (m_use32bitIndices)
34 {
35 m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size() / 3;
36 m_indexedMeshes[0].m_triangleIndexBase = 0;
37 m_indexedMeshes[0].m_indexType = PHY_INTEGER;
38 m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(int);
39 }
40 else
41 {
42 m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size() / 3;
43 m_indexedMeshes[0].m_triangleIndexBase = 0;
44 m_indexedMeshes[0].m_indexType = PHY_SHORT;
45 m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(short int);
46 }
47
48 if (m_use4componentVertices)
49 {
50 m_indexedMeshes[0].m_numVertices = m_4componentVertices.size();
51 m_indexedMeshes[0].m_vertexBase = 0;
52 m_indexedMeshes[0].m_vertexStride = sizeof(btVector3);
53 }
54 else
55 {
56 m_indexedMeshes[0].m_numVertices = m_3componentVertices.size() / 3;
57 m_indexedMeshes[0].m_vertexBase = 0;
58 m_indexedMeshes[0].m_vertexStride = 3 * sizeof(btScalar);
59 }
60}
61
63{
64 if (m_use32bitIndices)
65 {
66 m_32bitIndices.push_back(index);
67 m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_32bitIndices[0];
68 }
69 else
70 {
71 m_16bitIndices.push_back(index);
72 m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_16bitIndices[0];
73 }
74}
75
76void btTriangleMesh::addTriangleIndices(int index1, int index2, int index3)
77{
78 m_indexedMeshes[0].m_numTriangles++;
79 addIndex(index1);
80 addIndex(index2);
81 addIndex(index3);
82}
83
84int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
85{
86 //return index of new/existing vertex
88 if (m_use4componentVertices)
89 {
90 if (removeDuplicateVertices)
91 {
92 for (int i = 0; i < m_4componentVertices.size(); i++)
93 {
94 if ((m_4componentVertices[i] - vertex).length2() <= m_weldingThreshold)
95 {
96 return i;
97 }
98 }
99 }
100 m_indexedMeshes[0].m_numVertices++;
101 m_4componentVertices.push_back(vertex);
102 m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
103
104 return m_4componentVertices.size() - 1;
105 }
106 else
107 {
108 if (removeDuplicateVertices)
109 {
110 for (int i = 0; i < m_3componentVertices.size(); i += 3)
111 {
112 btVector3 vtx(m_3componentVertices[i], m_3componentVertices[i + 1], m_3componentVertices[i + 2]);
113 if ((vtx - vertex).length2() <= m_weldingThreshold)
114 {
115 return i / 3;
116 }
117 }
118 }
119 m_3componentVertices.push_back(vertex.getX());
120 m_3componentVertices.push_back(vertex.getY());
121 m_3componentVertices.push_back(vertex.getZ());
122 m_indexedMeshes[0].m_numVertices++;
123 m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
124 return (m_3componentVertices.size() / 3) - 1;
125 }
126}
127
128void btTriangleMesh::addTriangle(const btVector3& vertex0, const btVector3& vertex1, const btVector3& vertex2, bool removeDuplicateVertices)
129{
130 m_indexedMeshes[0].m_numTriangles++;
131 addIndex(findOrAddVertex(vertex0, removeDuplicateVertices));
132 addIndex(findOrAddVertex(vertex1, removeDuplicateVertices));
133 addIndex(findOrAddVertex(vertex2, removeDuplicateVertices));
134}
135
137{
138 if (m_use32bitIndices)
139 {
140 return m_32bitIndices.size() / 3;
141 }
142 return m_16bitIndices.size() / 3;
143}
144
146{
147 if (m_use4componentVertices)
148 {
149 m_4componentVertices.reserve(numverts);
150 }
151 else
152 {
153 m_3componentVertices.reserve(numverts);
154 }
155}
156
158{
159 if (m_use32bitIndices)
160 {
161 m_32bitIndices.reserve(numindices);
162 }
163 else
164 {
165 m_16bitIndices.reserve(numindices);
166 }
167}
@ PHY_SHORT
@ PHY_INTEGER
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition btScalar.h:314
SIMD_FORCE_INLINE btScalar length2() const
Return the length of the vector squared.
Definition btVector3.h:251
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
Definition btVector3.h:82
SIMD_FORCE_INLINE void reserve(int _Count)
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
SIMD_FORCE_INLINE void push_back(const T &_Val)
virtual void preallocateIndices(int numindices)
btScalar m_weldingThreshold
void addTriangle(const btVector3 &vertex0, const btVector3 &vertex1, const btVector3 &vertex2, bool removeDuplicateVertices=false)
int getNumTriangles() const
int findOrAddVertex(const btVector3 &vertex, bool removeDuplicateVertices)
findOrAddVertex is an internal method, use addTriangle instead
void addTriangleIndices(int index1, int index2, int index3)
Add a triangle using its indices. Make sure the indices are pointing within the vertices array,...
btTriangleMesh(bool use32bitIndices=true, bool use4componentVertices=true)
virtual void preallocateVertices(int numverts)
void addIndex(int index)
addIndex is an internal method, use addTriangle instead
draw_view push_constant(Type::INT, "radiance_src") .push_constant(Type capture_info_buf storage_buf(1, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .push_constant(Type draw_view int