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Bullet/CollisionShapes/StridingMeshInterface.h
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87
Bullet/CollisionShapes/StridingMeshInterface.h
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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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#ifndef STRIDING_MESHINTERFACE_H
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#define STRIDING_MESHINTERFACE_H
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#include "SimdVector3.h"
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#include "TriangleCallback.h"
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/// PHY_ScalarType enumerates possible scalar types.
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/// See the StridingMeshInterface for its use
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typedef enum PHY_ScalarType {
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PHY_FLOAT,
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PHY_DOUBLE,
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PHY_INTEGER,
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PHY_SHORT,
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PHY_FIXEDPOINT88
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} PHY_ScalarType;
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/// StridingMeshInterface is the interface class for high performance access to triangle meshes
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/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
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class StridingMeshInterface
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{
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protected:
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SimdVector3 m_scaling;
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public:
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StridingMeshInterface() :m_scaling(1.f,1.f,1.f)
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{
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}
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virtual ~StridingMeshInterface();
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void InternalProcessAllTriangles(InternalTriangleIndexCallback* callback,const SimdVector3& aabbMin,const SimdVector3& aabbMax) const;
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/// get read and write access to a subpart of a triangle mesh
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/// this subpart has a continuous array of vertices and indices
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/// in this way the mesh can be handled as chunks of memory with striding
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/// very similar to OpenGL vertexarray support
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/// make a call to unLockVertexBase when the read and write access is finished
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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;
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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;
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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)=0;
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virtual void unLockReadOnlyVertexBase(int subpart) const=0;
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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=0;
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virtual void preallocateVertices(int numverts)=0;
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virtual void preallocateIndices(int numindices)=0;
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const SimdVector3& getScaling() const {
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return m_scaling;
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}
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void setScaling(const SimdVector3& scaling)
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{
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m_scaling = scaling;
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}
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};
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#endif //STRIDING_MESHINTERFACE_H
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