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/*
 * Java port of Bullet (c) 2008 Martin Dvorak 
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * 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.
 */

package com.bulletphysics.collision.shapes;

import com.bulletphysics.linearmath.VectorUtil;
import cz.advel.stack.Stack;
import javax.vecmath.Vector3f;

/**
 * StridingMeshInterface is the abstract class for high performance access to
 * triangle meshes. It allows for sharing graphics and collision meshes. Also
 * it provides locking/unlocking of graphics meshes that are in GPU memory.
 * 
 * @author jezek2
 */
public abstract class StridingMeshInterface {

	protected final Vector3f scaling = new Vector3f(1f, 1f, 1f);
	
	public void internalProcessAllTriangles(InternalTriangleIndexCallback callback, Vector3f aabbMin, Vector3f aabbMax) {
		int graphicssubparts = getNumSubParts();
		Vector3f[] triangle/*[3]*/ = new Vector3f[]{ Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class) };

		Vector3f meshScaling = getScaling(Stack.alloc(Vector3f.class));

		for (int part=0; part




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