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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.


#include "btStridingMeshInterface.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btScalar.h"

///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
///Instead of the number of indices, we pass the number of triangles.
ATTRIBUTE_ALIGNED16( struct)  btIndexedMesh

      int               m_numTriangles;
      const unsigned char *         m_triangleIndexBase;
      int               m_triangleIndexStride;
      int               m_numVertices;
      const unsigned char *         m_vertexBase;
      int               m_vertexStride;
      // The index type is set when adding an indexed mesh to the
      // btTriangleIndexVertexArray, do not set it manually
      PHY_ScalarType          m_indexType;
      int               pad;

typedef btAlignedObjectArray<btIndexedMesh>     IndexedMeshArray;

///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
///Additional meshes can be added using addIndexedMesh
///No duplcate is made of the vertex/index data, it only indexes into external vertex/index arrays.
///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
      IndexedMeshArray  m_indexedMeshes;
      int m_pad[2];
      mutable int m_hasAabb; // using int instead of bool to maintain alignment
      mutable btVector3 m_aabbMin;
      mutable btVector3 m_aabbMax;



      btTriangleIndexVertexArray() : m_hasAabb(0)

      virtual ~btTriangleIndexVertexArray();

      //just to be backwards compatible
      btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
      void  addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
            m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
      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);

      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;

      /// 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) {(void)subpart;}

      virtual void      unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}

      /// getNumSubParts returns the number of seperate subparts
      /// each subpart has a continuous array of vertices and indices
      virtual int       getNumSubParts() const { 
            return (int)m_indexedMeshes.size();

      IndexedMeshArray& getIndexedMeshArray()
            return m_indexedMeshes;

      const IndexedMeshArray& getIndexedMeshArray() const
            return m_indexedMeshes;

      virtual void      preallocateVertices(int numverts){(void) numverts;}
      virtual void      preallocateIndices(int numindices){(void) numindices;}

      virtual bool      hasPremadeAabb() const;
      virtual void      setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
      virtual void      getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;



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