forked from bartvdbraak/blender
79 lines
3.2 KiB
C++
79 lines
3.2 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "StridingMeshInterface.h"
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#include <vector>
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///IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
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///instead of the number of indices, we pass the number of triangles
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///todo: explain with pictures
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struct IndexedMesh
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{
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int m_numTriangles;
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int* m_triangleIndexBase;
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int m_triangleIndexStride;
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int m_numVertices;
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float* m_vertexBase;
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int m_vertexStride;
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};
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///TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
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///Additional meshes can be added using AddIndexedMesh
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///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
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///So keep those arrays around during the lifetime of this TriangleIndexVertexArray.
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class TriangleIndexVertexArray : public StridingMeshInterface
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{
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std::vector<IndexedMesh> m_indexedMeshes;
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public:
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TriangleIndexVertexArray()
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{
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}
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//just to be backwards compatible
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TriangleIndexVertexArray(int numTriangleIndices,int* triangleIndexBase,int triangleIndexStride,int numVertices,float* vertexBase,int vertexStride);
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void AddIndexedMesh(const IndexedMesh& mesh)
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{
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m_indexedMeshes.push_back(mesh);
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}
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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);
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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;
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/// unLockVertexBase finishes the access to a subpart of the triangle mesh
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/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
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virtual void unLockVertexBase(int subpart) {}
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virtual void unLockReadOnlyVertexBase(int subpart) const {}
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/// getNumSubParts returns the number of seperate subparts
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/// each subpart has a continuous array of vertices and indices
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virtual int getNumSubParts() const {
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return (int)m_indexedMeshes.size();
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}
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virtual void preallocateVertices(int numverts){}
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virtual void preallocateIndices(int numindices){}
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};
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