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 
19 #include "btStridingMeshInterface.h"
20 #include "LinearMath/btAlignedObjectArray.h"
21 #include "LinearMath/btScalar.h"
22 
23 
24 ///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
25 ///Instead of the number of indices, we pass the number of triangles.
ATTRIBUTE_ALIGNED16(struct)26 ATTRIBUTE_ALIGNED16( struct)	btIndexedMesh
27 {
28 	BT_DECLARE_ALIGNED_ALLOCATOR();
29 
30    int                     m_numTriangles;
31    const unsigned char *   m_triangleIndexBase;
32    int                     m_triangleIndexStride;
33    int                     m_numVertices;
34    const unsigned char *   m_vertexBase;
35    int                     m_vertexStride;
36 
37    // The index type is set when adding an indexed mesh to the
38    // btTriangleIndexVertexArray, do not set it manually
39    PHY_ScalarType m_indexType;
40 
41    // The vertex type has a default type similar to Bullet's precision mode (float or double)
42    // but can be set manually if you for example run Bullet with double precision but have
43    // mesh data in single precision..
44    PHY_ScalarType m_vertexType;
45 
46 
47    btIndexedMesh()
48 	   :m_indexType(PHY_INTEGER),
49 #ifdef BT_USE_DOUBLE_PRECISION
50       m_vertexType(PHY_DOUBLE)
51 #else // BT_USE_DOUBLE_PRECISION
52       m_vertexType(PHY_FLOAT)
53 #endif // BT_USE_DOUBLE_PRECISION
54       {
55       }
56 }
57 ;
58 
59 
60 typedef btAlignedObjectArray<btIndexedMesh>	IndexedMeshArray;
61 
62 ///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
63 ///Additional meshes can be added using addIndexedMesh
64 ///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
65 ///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
ATTRIBUTE_ALIGNED16(class)66 ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
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
72 	mutable btVector3 m_aabbMin;
73 	mutable btVector3 m_aabbMax;
74 
75 public:
76 
77 	BT_DECLARE_ALIGNED_ALLOCATOR();
78 
79 	btTriangleIndexVertexArray() : m_hasAabb(0)
80 	{
81 	}
82 
83 	virtual ~btTriangleIndexVertexArray();
84 
85 	//just to be backwards compatible
86 	btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
87 
88 	void	addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
89 	{
90 		m_indexedMeshes.push_back(mesh);
91 		m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
92 	}
93 
94 
95 	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);
96 
97 	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;
98 
99 	/// unLockVertexBase finishes the access to a subpart of the triangle mesh
100 	/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
101 	virtual void	unLockVertexBase(int subpart) {(void)subpart;}
102 
103 	virtual void	unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
104 
105 	/// getNumSubParts returns the number of seperate subparts
106 	/// each subpart has a continuous array of vertices and indices
107 	virtual int		getNumSubParts() const {
108 		return (int)m_indexedMeshes.size();
109 	}
110 
111 	IndexedMeshArray&	getIndexedMeshArray()
112 	{
113 		return m_indexedMeshes;
114 	}
115 
116 	const IndexedMeshArray&	getIndexedMeshArray() const
117 	{
118 		return m_indexedMeshes;
119 	}
120 
121 	virtual void	preallocateVertices(int numverts){(void) numverts;}
122 	virtual void	preallocateIndices(int numindices){(void) numindices;}
123 
124 	virtual bool	hasPremadeAabb() const;
125 	virtual void	setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
126 	virtual void	getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
127 
128 }
129 ;
130 
131 #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
132