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https://github.com/Relintai/pandemonium_engine.git
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84 lines
3.8 KiB
C++
84 lines
3.8 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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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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///This file was created by Alex Silverman
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#ifndef BT_MULTIMATERIAL_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#define BT_MULTIMATERIAL_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#include "btTriangleIndexVertexArray.h"
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ATTRIBUTE_ALIGNED16(struct)
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btMaterialProperties
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{
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///m_materialBase ==========> 2 btScalar values make up one material, friction then restitution
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int m_numMaterials;
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const unsigned char* m_materialBase;
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int m_materialStride;
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PHY_ScalarType m_materialType;
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///m_numTriangles <=========== This exists in the btIndexedMesh object for the same subpart, but since we're
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/// padding the structure, it can be reproduced at no real cost
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///m_triangleMaterials =====> 1 integer value makes up one entry
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/// eg: m_triangleMaterials[1] = 5; // This will set triangle 2 to use material 5
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int m_numTriangles;
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const unsigned char* m_triangleMaterialsBase;
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int m_triangleMaterialStride;
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///m_triangleType <========== Automatically set in addMaterialProperties
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PHY_ScalarType m_triangleType;
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};
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typedef btAlignedObjectArray<btMaterialProperties> MaterialArray;
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///Teh btTriangleIndexVertexMaterialArray is built on TriangleIndexVertexArray
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///The addition of a material array allows for the utilization of the partID and
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///triangleIndex that are returned in the ContactAddedCallback. As with
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///TriangleIndexVertexArray, no duplicate is made of the material data, so it
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///is the users responsibility to maintain the array during the lifetime of the
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///TriangleIndexVertexMaterialArray.
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ATTRIBUTE_ALIGNED16(class)
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btTriangleIndexVertexMaterialArray : public btTriangleIndexVertexArray
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{
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protected:
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MaterialArray m_materials;
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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btTriangleIndexVertexMaterialArray()
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{
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}
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btTriangleIndexVertexMaterialArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride,
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int numVertices, btScalar* vertexBase, int vertexStride,
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int numMaterials, unsigned char* materialBase, int materialStride,
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int* triangleMaterialsBase, int materialIndexStride);
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virtual ~btTriangleIndexVertexMaterialArray() {}
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void addMaterialProperties(const btMaterialProperties& mat, PHY_ScalarType triangleType = PHY_INTEGER)
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{
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m_materials.push_back(mat);
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m_materials[m_materials.size() - 1].m_triangleType = triangleType;
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}
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virtual void getLockedMaterialBase(unsigned char** materialBase, int& numMaterials, PHY_ScalarType& materialType, int& materialStride,
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unsigned char** triangleMaterialBase, int& numTriangles, int& triangleMaterialStride, PHY_ScalarType& triangleType, int subpart = 0);
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virtual void getLockedReadOnlyMaterialBase(const unsigned char** materialBase, int& numMaterials, PHY_ScalarType& materialType, int& materialStride,
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const unsigned char** triangleMaterialBase, int& numTriangles, int& triangleMaterialStride, PHY_ScalarType& triangleType, int subpart = 0);
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};
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#endif //BT_MULTIMATERIAL_TRIANGLE_INDEX_VERTEX_ARRAY_H
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