Code-style consistency improvement:
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
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@@ -20,62 +20,59 @@ subject to the following restrictions:
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Scalar.h"
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///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
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///Instead of the number of indices, we pass the number of triangles.
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B3_ATTRIBUTE_ALIGNED16( struct) b3IndexedMesh
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B3_ATTRIBUTE_ALIGNED16(struct)
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b3IndexedMesh
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{
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B3_DECLARE_ALIGNED_ALLOCATOR();
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int m_numTriangles;
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const unsigned char * m_triangleIndexBase;
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// Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
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int m_triangleIndexStride;
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int m_numVertices;
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const unsigned char * m_vertexBase;
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// Size of a vertex, in bytes
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int m_vertexStride;
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int m_numTriangles;
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const unsigned char* m_triangleIndexBase;
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// Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
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int m_triangleIndexStride;
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int m_numVertices;
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const unsigned char* m_vertexBase;
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// Size of a vertex, in bytes
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int m_vertexStride;
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// The index type is set when adding an indexed mesh to the
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// b3TriangleIndexVertexArray, do not set it manually
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PHY_ScalarType m_indexType;
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// The index type is set when adding an indexed mesh to the
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// b3TriangleIndexVertexArray, do not set it manually
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PHY_ScalarType m_indexType;
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// The vertex type has a default type similar to Bullet's precision mode (float or double)
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// but can be set manually if you for example run Bullet with double precision but have
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// mesh data in single precision..
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PHY_ScalarType m_vertexType;
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// The vertex type has a default type similar to Bullet's precision mode (float or double)
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// but can be set manually if you for example run Bullet with double precision but have
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// mesh data in single precision..
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PHY_ScalarType m_vertexType;
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b3IndexedMesh()
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:m_indexType(PHY_INTEGER),
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b3IndexedMesh()
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: m_indexType(PHY_INTEGER),
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#ifdef B3_USE_DOUBLE_PRECISION
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m_vertexType(PHY_DOUBLE)
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#else // B3_USE_DOUBLE_PRECISION
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m_vertexType(PHY_FLOAT)
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#endif // B3_USE_DOUBLE_PRECISION
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{
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}
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}
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;
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m_vertexType(PHY_DOUBLE)
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#else // B3_USE_DOUBLE_PRECISION
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m_vertexType(PHY_FLOAT)
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#endif // B3_USE_DOUBLE_PRECISION
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{
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}
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};
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typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
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typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
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///The b3TriangleIndexVertexArray allows to access multiple triangle 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 b3TriangleIndexVertexArray.
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B3_ATTRIBUTE_ALIGNED16( class) b3TriangleIndexVertexArray : public b3StridingMeshInterface
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B3_ATTRIBUTE_ALIGNED16(class)
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b3TriangleIndexVertexArray : public b3StridingMeshInterface
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{
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protected:
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IndexedMeshArray m_indexedMeshes;
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IndexedMeshArray m_indexedMeshes;
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int m_pad[2];
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mutable int m_hasAabb; // using int instead of bool to maintain alignment
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mutable int m_hasAabb; // using int instead of bool to maintain alignment
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mutable b3Vector3 m_aabbMin;
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mutable b3Vector3 m_aabbMax;
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public:
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B3_DECLARE_ALIGNED_ALLOCATOR();
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b3TriangleIndexVertexArray() : m_hasAabb(0)
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@@ -85,49 +82,47 @@ public:
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virtual ~b3TriangleIndexVertexArray();
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//just to be backwards compatible
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b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride);
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void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride);
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void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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{
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m_indexedMeshes.push_back(mesh);
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m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
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m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType;
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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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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) {(void)subpart;}
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virtual void unLockVertexBase(int subpart) { (void)subpart; }
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virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
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virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; }
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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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virtual int getNumSubParts() const
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{
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return (int)m_indexedMeshes.size();
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}
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IndexedMeshArray& getIndexedMeshArray()
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IndexedMeshArray& getIndexedMeshArray()
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{
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return m_indexedMeshes;
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}
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const IndexedMeshArray& getIndexedMeshArray() const
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const IndexedMeshArray& getIndexedMeshArray() const
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{
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return m_indexedMeshes;
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}
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virtual void preallocateVertices(int numverts){(void) numverts;}
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virtual void preallocateIndices(int numindices){(void) numindices;}
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virtual void preallocateVertices(int numverts) { (void)numverts; }
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virtual void preallocateIndices(int numindices) { (void)numindices; }
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virtual bool hasPremadeAabb() const;
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virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const;
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virtual void getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const;
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virtual bool hasPremadeAabb() const;
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virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const;
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virtual void getPremadeAabb(b3Vector3 * aabbMin, b3Vector3 * aabbMax) const;
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};
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}
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;
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#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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