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Bullet/CollisionShapes/TriangleMesh.h
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73
Bullet/CollisionShapes/TriangleMesh.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 TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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#include "CollisionShapes/StridingMeshInterface.h"
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#include <vector>
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#include <SimdVector3.h>
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struct MyTriangle
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{
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SimdVector3 m_vert0;
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SimdVector3 m_vert1;
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SimdVector3 m_vert2;
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};
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///TriangleMesh provides storage for a concave triangle mesh. It can be used as data for the TriangleMeshShape.
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class TriangleMesh : public StridingMeshInterface
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{
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std::vector<MyTriangle> m_triangles;
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public:
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TriangleMesh ();
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void AddTriangle(const SimdVector3& vertex0,const SimdVector3& vertex1,const SimdVector3& vertex2)
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{
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MyTriangle tri;
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tri.m_vert0 = vertex0;
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tri.m_vert1 = vertex1;
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tri.m_vert2 = vertex2;
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m_triangles.push_back(tri);
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}
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//StridingMeshInterface interface implementation
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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);
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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;
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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) {}
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virtual void unLockReadOnlyVertexBase(int subpart) const {}
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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 void preallocateVertices(int numverts){}
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virtual void preallocateIndices(int numindices){}
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};
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#endif //TRIANGLE_MESH_H
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