Blender V4.3
btTriangleIndexVertexArray.h
Go to the documentation of this file.
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
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
50#ifdef BT_USE_DOUBLE_PRECISION
52#else // BT_USE_DOUBLE_PRECISION
54#endif // BT_USE_DOUBLE_PRECISION
55 {
56 }
57};
58
60
66btTriangleIndexVertexArray : public btStridingMeshInterface
67{
68protected:
69 IndexedMeshArray m_indexedMeshes;
70 int m_pad[2];
71 mutable int m_hasAabb; // using int instead of bool to maintain alignment
72 mutable btVector3 m_aabbMin;
73 mutable btVector3 m_aabbMax;
74
75public:
77
81
83
84 //just to be backwards compatible
85 btTriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, btScalar* vertexBase, int vertexStride);
86
88 {
89 m_indexedMeshes.push_back(mesh);
90 m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType;
91 }
92
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);
94
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;
96
99 virtual void unLockVertexBase(int subpart) { (void)subpart; }
100
101 virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; }
102
105 virtual int getNumSubParts() const
106 {
107 return (int)m_indexedMeshes.size();
108 }
109
111 {
112 return m_indexedMeshes;
113 }
114
116 {
117 return m_indexedMeshes;
118 }
119
120 virtual void preallocateVertices(int numverts) { (void)numverts; }
121 virtual void preallocateIndices(int numindices) { (void)numindices; }
122
123 virtual bool hasPremadeAabb() const;
124 virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax) const;
125 virtual void getPremadeAabb(btVector3 * aabbMin, btVector3 * aabbMax) const;
126};
127
128#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
PHY_ScalarType
@ 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:314
#define ATTRIBUTE_ALIGNED16(a)
Definition btScalar.h:285
int numTriangles() const
int numVertices() const
btStridingMeshInterface
virtual bool hasPremadeAabb() const
PHY_ScalarType m_vertexType
btVector3 m_aabbMax
BT_DECLARE_ALIGNED_ALLOCATOR()
void addIndexedMesh(const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER)
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
PHY_ScalarType m_indexType
virtual void preallocateIndices(int numindices)
virtual void unLockReadOnlyVertexBase(int subpart) const
const unsigned char * m_triangleIndexBase
virtual void unLockVertexBase(int subpart)
IndexedMeshArray & getIndexedMeshArray()
virtual ~btTriangleIndexVertexArray()
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)
virtual void setPremadeAabb(const btVector3 &aabbMin, const btVector3 &aabbMax) const
btTriangleIndexVertexArray()
int m_triangleIndexStride
virtual int getNumSubParts() const
btAlignedObjectArray< btIndexedMesh > IndexedMeshArray
virtual void getPremadeAabb(btVector3 *aabbMin, btVector3 *aabbMax) const
virtual void preallocateVertices(int numverts)
const unsigned char * m_vertexBase
btVector3 m_aabbMin
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
SIMD_FORCE_INLINE void push_back(const T &_Val)