168 lines
4.9 KiB
C++
168 lines
4.9 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.
|
|
*/
|
|
|
|
#include "btTriangleMesh.h"
|
|
|
|
btTriangleMesh::btTriangleMesh(bool use32bitIndices, bool use4componentVertices)
|
|
: m_use32bitIndices(use32bitIndices),
|
|
m_use4componentVertices(use4componentVertices),
|
|
m_weldingThreshold(0.0)
|
|
{
|
|
btIndexedMesh meshIndex;
|
|
meshIndex.m_numTriangles = 0;
|
|
meshIndex.m_numVertices = 0;
|
|
meshIndex.m_indexType = PHY_INTEGER;
|
|
meshIndex.m_triangleIndexBase = 0;
|
|
meshIndex.m_triangleIndexStride = 3 * sizeof(int);
|
|
meshIndex.m_vertexBase = 0;
|
|
meshIndex.m_vertexStride = sizeof(btVector3);
|
|
m_indexedMeshes.push_back(meshIndex);
|
|
|
|
if (m_use32bitIndices)
|
|
{
|
|
m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size() / 3;
|
|
m_indexedMeshes[0].m_triangleIndexBase = 0;
|
|
m_indexedMeshes[0].m_indexType = PHY_INTEGER;
|
|
m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(int);
|
|
}
|
|
else
|
|
{
|
|
m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size() / 3;
|
|
m_indexedMeshes[0].m_triangleIndexBase = 0;
|
|
m_indexedMeshes[0].m_indexType = PHY_SHORT;
|
|
m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(short int);
|
|
}
|
|
|
|
if (m_use4componentVertices)
|
|
{
|
|
m_indexedMeshes[0].m_numVertices = m_4componentVertices.size();
|
|
m_indexedMeshes[0].m_vertexBase = 0;
|
|
m_indexedMeshes[0].m_vertexStride = sizeof(btVector3);
|
|
}
|
|
else
|
|
{
|
|
m_indexedMeshes[0].m_numVertices = m_3componentVertices.size() / 3;
|
|
m_indexedMeshes[0].m_vertexBase = 0;
|
|
m_indexedMeshes[0].m_vertexStride = 3 * sizeof(btScalar);
|
|
}
|
|
}
|
|
|
|
void btTriangleMesh::addIndex(int index)
|
|
{
|
|
if (m_use32bitIndices)
|
|
{
|
|
m_32bitIndices.push_back(index);
|
|
m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_32bitIndices[0];
|
|
}
|
|
else
|
|
{
|
|
m_16bitIndices.push_back(index);
|
|
m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_16bitIndices[0];
|
|
}
|
|
}
|
|
|
|
void btTriangleMesh::addTriangleIndices(int index1, int index2, int index3)
|
|
{
|
|
m_indexedMeshes[0].m_numTriangles++;
|
|
addIndex(index1);
|
|
addIndex(index2);
|
|
addIndex(index3);
|
|
}
|
|
|
|
int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
|
|
{
|
|
//return index of new/existing vertex
|
|
///@todo: could use acceleration structure for this
|
|
if (m_use4componentVertices)
|
|
{
|
|
if (removeDuplicateVertices)
|
|
{
|
|
for (int i = 0; i < m_4componentVertices.size(); i++)
|
|
{
|
|
if ((m_4componentVertices[i] - vertex).length2() <= m_weldingThreshold)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
m_indexedMeshes[0].m_numVertices++;
|
|
m_4componentVertices.push_back(vertex);
|
|
m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
|
|
|
|
return m_4componentVertices.size() - 1;
|
|
}
|
|
else
|
|
{
|
|
if (removeDuplicateVertices)
|
|
{
|
|
for (int i = 0; i < m_3componentVertices.size(); i += 3)
|
|
{
|
|
btVector3 vtx(m_3componentVertices[i], m_3componentVertices[i + 1], m_3componentVertices[i + 2]);
|
|
if ((vtx - vertex).length2() <= m_weldingThreshold)
|
|
{
|
|
return i / 3;
|
|
}
|
|
}
|
|
}
|
|
m_3componentVertices.push_back(vertex.getX());
|
|
m_3componentVertices.push_back(vertex.getY());
|
|
m_3componentVertices.push_back(vertex.getZ());
|
|
m_indexedMeshes[0].m_numVertices++;
|
|
m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
|
|
return (m_3componentVertices.size() / 3) - 1;
|
|
}
|
|
}
|
|
|
|
void btTriangleMesh::addTriangle(const btVector3& vertex0, const btVector3& vertex1, const btVector3& vertex2, bool removeDuplicateVertices)
|
|
{
|
|
m_indexedMeshes[0].m_numTriangles++;
|
|
addIndex(findOrAddVertex(vertex0, removeDuplicateVertices));
|
|
addIndex(findOrAddVertex(vertex1, removeDuplicateVertices));
|
|
addIndex(findOrAddVertex(vertex2, removeDuplicateVertices));
|
|
}
|
|
|
|
int btTriangleMesh::getNumTriangles() const
|
|
{
|
|
if (m_use32bitIndices)
|
|
{
|
|
return m_32bitIndices.size() / 3;
|
|
}
|
|
return m_16bitIndices.size() / 3;
|
|
}
|
|
|
|
void btTriangleMesh::preallocateVertices(int numverts)
|
|
{
|
|
if (m_use4componentVertices)
|
|
{
|
|
m_4componentVertices.reserve(numverts);
|
|
}
|
|
else
|
|
{
|
|
m_3componentVertices.reserve(numverts);
|
|
}
|
|
}
|
|
|
|
void btTriangleMesh::preallocateIndices(int numindices)
|
|
{
|
|
if (m_use32bitIndices)
|
|
{
|
|
m_32bitIndices.reserve(numindices);
|
|
}
|
|
else
|
|
{
|
|
m_16bitIndices.reserve(numindices);
|
|
}
|
|
}
|