Blender  V3.3
btTriangleIndexVertexArray.cpp
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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 
17 
18 btTriangleIndexVertexArray::btTriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, btScalar* vertexBase, int vertexStride)
19  : m_hasAabb(0)
20 {
22 
23  mesh.m_numTriangles = numTriangles;
24  mesh.m_triangleIndexBase = (const unsigned char*)triangleIndexBase;
25  mesh.m_triangleIndexStride = triangleIndexStride;
26  mesh.m_numVertices = numVertices;
27  mesh.m_vertexBase = (const unsigned char*)vertexBase;
28  mesh.m_vertexStride = vertexStride;
29 
31 }
32 
34 {
35 }
36 
37 void btTriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart)
38 {
39  btAssert(subpart < getNumSubParts());
40 
41  btIndexedMesh& mesh = m_indexedMeshes[subpart];
42 
43  numverts = mesh.m_numVertices;
44  (*vertexbase) = (unsigned char*)mesh.m_vertexBase;
45 
46  type = mesh.m_vertexType;
47 
48  vertexStride = mesh.m_vertexStride;
49 
50  numfaces = mesh.m_numTriangles;
51 
52  (*indexbase) = (unsigned char*)mesh.m_triangleIndexBase;
53  indexstride = mesh.m_triangleIndexStride;
54  indicestype = mesh.m_indexType;
55 }
56 
57 void btTriangleIndexVertexArray::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) const
58 {
59  const btIndexedMesh& mesh = m_indexedMeshes[subpart];
60 
61  numverts = mesh.m_numVertices;
62  (*vertexbase) = (const unsigned char*)mesh.m_vertexBase;
63 
64  type = mesh.m_vertexType;
65 
66  vertexStride = mesh.m_vertexStride;
67 
68  numfaces = mesh.m_numTriangles;
69  (*indexbase) = (const unsigned char*)mesh.m_triangleIndexBase;
70  indexstride = mesh.m_triangleIndexStride;
71  indicestype = mesh.m_indexType;
72 }
73 
75 {
76  return (m_hasAabb == 1);
77 }
78 
79 void btTriangleIndexVertexArray::setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax) const
80 {
81  m_aabbMin = aabbMin;
82  m_aabbMax = aabbMax;
83  m_hasAabb = 1; // this is intentionally an int see notes in header
84 }
85 
87 {
88  *aabbMin = m_aabbMin;
89  *aabbMax = m_aabbMax;
90 }
_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
btVector3 m_aabbMax
btVector3 m_aabbMin
PHY_ScalarType
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:314
#define btAssert(x)
Definition: btScalar.h:295
int numTriangles() const
Definition: btShapeHull.cpp:98
int numVertices() const
virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &stride, const unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) const =0
virtual void setPremadeAabb(const btVector3 &aabbMin, const btVector3 &aabbMax) const
virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &stride, unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0)=0
virtual bool hasPremadeAabb() const
virtual void getPremadeAabb(btVector3 *aabbMin, btVector3 *aabbMax) const
virtual int getNumSubParts() const =0
void addIndexedMesh(const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER)
virtual ~btTriangleIndexVertexArray()
btTriangleIndexVertexArray()
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