| /* |
| Bullet Continuous Collision Detection and Physics Library |
| Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
| |
| 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 STRIDING_MESHINTERFACE_H |
| #define STRIDING_MESHINTERFACE_H |
| |
| #include "LinearMath/btVector3.h" |
| #include "btTriangleCallback.h" |
| #include "btConcaveShape.h" |
| |
| |
| |
| /// The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes. |
| /// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips. |
| /// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory. |
| class btStridingMeshInterface |
| { |
| protected: |
| |
| btVector3 m_scaling; |
| |
| public: |
| btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.)) |
| { |
| |
| } |
| |
| virtual ~btStridingMeshInterface(); |
| |
| |
| |
| virtual void InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const; |
| |
| ///brute force method to calculate aabb |
| void calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax); |
| |
| /// get read and write access to a subpart of a triangle mesh |
| /// this subpart has a continuous array of vertices and indices |
| /// in this way the mesh can be handled as chunks of memory with striding |
| /// very similar to OpenGL vertexarray support |
| /// make a call to unLockVertexBase when the read and write access is finished |
| 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)=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=0; |
| |
| /// 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)=0; |
| |
| virtual void unLockReadOnlyVertexBase(int subpart) const=0; |
| |
| |
| /// getNumSubParts returns the number of seperate subparts |
| /// each subpart has a continuous array of vertices and indices |
| virtual int getNumSubParts() const=0; |
| |
| virtual void preallocateVertices(int numverts)=0; |
| virtual void preallocateIndices(int numindices)=0; |
| |
| virtual bool hasPremadeAabb() const { return false; } |
| virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const |
| { |
| (void) aabbMin; |
| (void) aabbMax; |
| } |
| virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const |
| { |
| (void) aabbMin; |
| (void) aabbMax; |
| } |
| |
| const btVector3& getScaling() const { |
| return m_scaling; |
| } |
| void setScaling(const btVector3& scaling) |
| { |
| m_scaling = scaling; |
| } |
| |
| |
| |
| }; |
| |
| #endif //STRIDING_MESHINTERFACE_H |