Blender  V3.3
btTriangleIndexVertexArray.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. 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 
25 ATTRIBUTE_ALIGNED16(struct)
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 
67 {
68 protected:
69  IndexedMeshArray m_indexedMeshes;
70  int m_pad[2];
71  mutable int m_hasAabb; // using int instead of bool to maintain alignment
74 
75 public:
77 
79  {
80  }
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
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
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
Definition: btShapeHull.cpp:98
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)
int m_numTriangles
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()
int m_pad[2]
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
int m_vertexStride
btAlignedObjectArray< btIndexedMesh > IndexedMeshArray
virtual void getPremadeAabb(btVector3 *aabbMin, btVector3 *aabbMax) const
virtual void preallocateVertices(int numverts)
const unsigned char * m_vertexBase
btVector3 m_aabbMin
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 int size() const
return the number of elements in the array
SIMD_FORCE_INLINE void push_back(const T &_Val)
SyclQueue void void size_t num_bytes void