godot/thirdparty/bullet/Bullet3OpenCL/NarrowphaseCollision/b3StridingMeshInterface.h
Rémi Verschelde e12c89e8c9 bullet: Streamline bundling, remove extraneous src/ folder
Document version and how to extract sources in thirdparty/README.md.
Drop unnecessary CMake and Premake files.
Simplify SCsub, drop unused one.
2018-01-13 14:08:45 +01:00

168 lines
5.5 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
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.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_STRIDING_MESHINTERFACE_H
#define B3_STRIDING_MESHINTERFACE_H
#include "Bullet3Common/b3Vector3.h"
#include "b3TriangleCallback.h"
//#include "b3ConcaveShape.h"
enum PHY_ScalarType {
PHY_FLOAT, PHY_DOUBLE, PHY_INTEGER, PHY_SHORT,
PHY_FIXEDPOINT88, PHY_UCHAR
};
/// The b3StridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with b3BvhTriangleMeshShape and some other collision shapes.
/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
B3_ATTRIBUTE_ALIGNED16(class ) b3StridingMeshInterface
{
protected:
b3Vector3 m_scaling;
public:
B3_DECLARE_ALIGNED_ALLOCATOR();
b3StridingMeshInterface() :m_scaling(b3MakeVector3(b3Scalar(1.),b3Scalar(1.),b3Scalar(1.)))
{
}
virtual ~b3StridingMeshInterface();
virtual void InternalProcessAllTriangles(b3InternalTriangleIndexCallback* callback,const b3Vector3& aabbMin,const b3Vector3& aabbMax) const;
///brute force method to calculate aabb
void calculateAabbBruteForce(b3Vector3& aabbMin,b3Vector3& aabbMax);
/// get read and write access to a subpart of a triangle mesh
/// this subpart has a continuous array of vertices and indices
/// in this way the mesh can be handled as chunks of memory with striding
/// very similar to OpenGL vertexarray support
/// make a call to unLockVertexBase when the read and write access is finished
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;
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;
/// unLockVertexBase finishes the access to a subpart of the triangle mesh
/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
virtual void unLockVertexBase(int subpart)=0;
virtual void unLockReadOnlyVertexBase(int subpart) const=0;
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
virtual int getNumSubParts() const=0;
virtual void preallocateVertices(int numverts)=0;
virtual void preallocateIndices(int numindices)=0;
virtual bool hasPremadeAabb() const { return false; }
virtual void setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
{
(void) aabbMin;
(void) aabbMax;
}
virtual void getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
{
(void) aabbMin;
(void) aabbMax;
}
const b3Vector3& getScaling() const {
return m_scaling;
}
void setScaling(const b3Vector3& scaling)
{
m_scaling = scaling;
}
virtual int calculateSerializeBufferSize() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)
//virtual const char* serialize(void* dataBuffer, b3Serializer* serializer) const;
};
struct b3IntIndexData
{
int m_value;
};
struct b3ShortIntIndexData
{
short m_value;
char m_pad[2];
};
struct b3ShortIntIndexTripletData
{
short m_values[3];
char m_pad[2];
};
struct b3CharIndexTripletData
{
unsigned char m_values[3];
char m_pad;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct b3MeshPartData
{
b3Vector3FloatData *m_vertices3f;
b3Vector3DoubleData *m_vertices3d;
b3IntIndexData *m_indices32;
b3ShortIntIndexTripletData *m_3indices16;
b3CharIndexTripletData *m_3indices8;
b3ShortIntIndexData *m_indices16;//backwards compatibility
int m_numTriangles;//length of m_indices = m_numTriangles
int m_numVertices;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct b3StridingMeshInterfaceData
{
b3MeshPartData *m_meshPartsPtr;
b3Vector3FloatData m_scaling;
int m_numMeshParts;
char m_padding[4];
};
B3_FORCE_INLINE int b3StridingMeshInterface::calculateSerializeBufferSize() const
{
return sizeof(b3StridingMeshInterfaceData);
}
#endif //B3_STRIDING_MESHINTERFACE_H