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 #include "btTriangleMesh.h"
17 
btTriangleMesh(bool use32bitIndices,bool use4componentVertices)18 btTriangleMesh::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 
addIndex(int index)62 void btTriangleMesh::addIndex(int index)
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 
addTriangleIndices(int index1,int index2,int index3)76 void 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 
findOrAddVertex(const btVector3 & vertex,bool removeDuplicateVertices)84 int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
85 {
86 	//return index of new/existing vertex
87 	///@todo: could use acceleration structure for this
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 
addTriangle(const btVector3 & vertex0,const btVector3 & vertex1,const btVector3 & vertex2,bool removeDuplicateVertices)128 void 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 
getNumTriangles() const136 int btTriangleMesh::getNumTriangles() const
137 {
138 	if (m_use32bitIndices)
139 	{
140 		return m_32bitIndices.size() / 3;
141 	}
142 	return m_16bitIndices.size() / 3;
143 }
144 
preallocateVertices(int numverts)145 void btTriangleMesh::preallocateVertices(int numverts)
146 {
147 	if (m_use4componentVertices)
148 	{
149 		m_4componentVertices.reserve(numverts);
150 	}
151 	else
152 	{
153 		m_3componentVertices.reserve(numverts);
154 	}
155 }
156 
preallocateIndices(int numindices)157 void btTriangleMesh::preallocateIndices(int numindices)
158 {
159 	if (m_use32bitIndices)
160 	{
161 		m_32bitIndices.reserve(numindices);
162 	}
163 	else
164 	{
165 		m_16bitIndices.reserve(numindices);
166 	}
167 }
168