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Bullet/CollisionShapes/StridingMeshInterface.cpp
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85
Bullet/CollisionShapes/StridingMeshInterface.cpp
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "StridingMeshInterface.h"
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StridingMeshInterface::~StridingMeshInterface()
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{
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}
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void StridingMeshInterface::InternalProcessAllTriangles(InternalTriangleIndexCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const
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{
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SimdVector3 meshScaling = getScaling();
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int numtotalphysicsverts = 0;
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int part,graphicssubparts = getNumSubParts();
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for (part=0;part<graphicssubparts ;part++)
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{
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const unsigned char * vertexbase;
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const unsigned char * indexbase;
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int indexstride;
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PHY_ScalarType type;
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PHY_ScalarType gfxindextype;
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int stride,numverts,numtriangles;
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getLockedReadOnlyVertexIndexBase(&vertexbase,numverts,type,stride,&indexbase,indexstride,numtriangles,gfxindextype,part);
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numtotalphysicsverts+=numtriangles*3; //upper bound
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int gfxindex;
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SimdVector3 triangle[3];
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for (gfxindex=0;gfxindex<numtriangles;gfxindex++)
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{
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int graphicsindex=0;
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#ifdef DEBUG_TRIANGLE_MESH
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printf("triangle indices:\n");
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#endif //DEBUG_TRIANGLE_MESH
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ASSERT(gfxindextype == PHY_INTEGER);
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int* gfxbase = (int*)(indexbase+gfxindex*indexstride);
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for (int j=2;j>=0;j--)
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{
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graphicsindex = gfxbase[j];
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#ifdef DEBUG_TRIANGLE_MESH
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printf("%d ,",graphicsindex);
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#endif //DEBUG_TRIANGLE_MESH
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float* graphicsbase = (float*)(vertexbase+graphicsindex*stride);
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triangle[j] = SimdVector3(
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graphicsbase[0]*meshScaling.getX(),
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graphicsbase[1]*meshScaling.getY(),
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graphicsbase[2]*meshScaling.getZ());
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#ifdef DEBUG_TRIANGLE_MESH
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printf("triangle vertices:%f,%f,%f\n",triangle[j].x(),triangle[j].y(),triangle[j].z());
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#endif //DEBUG_TRIANGLE_MESH
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}
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//check aabb in triangle-space, before doing this
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callback->InternalProcessTriangleIndex(triangle,part,gfxindex);
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}
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unLockReadOnlyVertexBase(part);
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}
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}
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