blender/extern/bullet/Bullet/CollisionShapes/TriangleMesh.h
Erwin Coumans af9573e9ea Synchronized Bullet physics to latest version.
- Changed license from MIT to ZLib.
- Added 3D Sweep and Prune contribution
- More stable native constraint solver

Sorry for any inconvenience caused by this checkin.
All Blender buildsystems require update: added files and moved files.
2006-03-27 06:37:30 +00:00

74 lines
2.7 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef TRIANGLE_MESH_H
#define TRIANGLE_MESH_H
#include "CollisionShapes/StridingMeshInterface.h"
#include <vector>
#include <SimdVector3.h>
struct MyTriangle
{
SimdVector3 m_vert0;
SimdVector3 m_vert1;
SimdVector3 m_vert2;
};
///TriangleMesh provides storage for a concave triangle mesh. It can be used as data for the TriangleMeshShape.
class TriangleMesh : public StridingMeshInterface
{
std::vector<MyTriangle> m_triangles;
public:
TriangleMesh ();
void AddTriangle(const SimdVector3& vertex0,const SimdVector3& vertex1,const SimdVector3& vertex2)
{
MyTriangle tri;
tri.m_vert0 = vertex0;
tri.m_vert1 = vertex1;
tri.m_vert2 = vertex2;
m_triangles.push_back(tri);
}
//StridingMeshInterface interface implementation
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);
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;
/// unLockVertexBase finishes the access to a subpart of the triangle mesh
/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
virtual void unLockVertexBase(int subpart) {}
virtual void unLockReadOnlyVertexBase(int subpart) const {}
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
virtual int getNumSubParts() const;
virtual void preallocateVertices(int numverts){}
virtual void preallocateIndices(int numindices){}
};
#endif //TRIANGLE_MESH_H