Bullet Collision Detection & Physics Library
btTriangleIndexVertexArray.h
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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 
21 #include "LinearMath/btScalar.h"
22 
23 
27 {
29 
31  const unsigned char * m_triangleIndexBase;
32  // Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
35  const unsigned char * m_vertexBase;
36  // Size of a vertex, in bytes
38 
39  // The index type is set when adding an indexed mesh to the
40  // btTriangleIndexVertexArray, do not set it manually
42 
43  // The vertex type has a default type similar to Bullet's precision mode (float or double)
44  // but can be set manually if you for example run Bullet with double precision but have
45  // mesh data in single precision..
47 
48 
50  :m_indexType(PHY_INTEGER),
51 #ifdef BT_USE_DOUBLE_PRECISION
52  m_vertexType(PHY_DOUBLE)
53 #else // BT_USE_DOUBLE_PRECISION
54  m_vertexType(PHY_FLOAT)
55 #endif // BT_USE_DOUBLE_PRECISION
56  {
57  }
58 }
59 ;
60 
61 
63 
69 {
70 protected:
72  int m_pad[2];
73  mutable int m_hasAabb; // using int instead of bool to maintain alignment
76 
77 public:
78 
80 
81  btTriangleIndexVertexArray() : m_hasAabb(0)
82  {
83  }
84 
85  virtual ~btTriangleIndexVertexArray();
86 
87  //just to be backwards compatible
88  btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
89 
90  void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
91  {
92  m_indexedMeshes.push_back(mesh);
93  m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
94  }
95 
96 
97  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);
98 
99  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;
100 
103  virtual void unLockVertexBase(int subpart) {(void)subpart;}
104 
105  virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
106 
109  virtual int getNumSubParts() const {
110  return (int)m_indexedMeshes.size();
111  }
112 
114  {
115  return m_indexedMeshes;
116  }
117 
119  {
120  return m_indexedMeshes;
121  }
122 
123  virtual void preallocateVertices(int numverts){(void) numverts;}
124  virtual void preallocateIndices(int numindices){(void) numindices;}
125 
126  virtual bool hasPremadeAabb() const;
127  virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
128  virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
129 
130 }
131 ;
132 
133 #endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
void push_back(const T &_Val)
virtual void unLockVertexBase(int subpart)
unLockVertexBase finishes the access to a subpart of the triangle mesh make a call to unLockVertexBas...
The btIndexedMesh indexes a single vertex and index array.
virtual void preallocateVertices(int numverts)
const IndexedMeshArray & getIndexedMeshArray() const
PHY_ScalarType m_indexType
The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing t...
int size() const
return the number of elements in the array
void addIndexedMesh(const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER)
const unsigned char * m_triangleIndexBase
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
#define ATTRIBUTE_ALIGNED16(a)
Definition: btScalar.h:82
The btStridingMeshInterface is the interface class for high performance generic access to triangle me...
btAlignedObjectArray< btIndexedMesh > IndexedMeshArray
virtual void preallocateIndices(int numindices)
#define BT_DECLARE_ALIGNED_ALLOCATOR()
Definition: btScalar.h:403
virtual int getNumSubParts() const
getNumSubParts returns the number of seperate subparts each subpart has a continuous array of vertice...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292
PHY_ScalarType m_vertexType
PHY_ScalarType
PHY_ScalarType enumerates possible scalar types.
const unsigned char * m_vertexBase
virtual void unLockReadOnlyVertexBase(int subpart) const