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JBullet - Java port of Bullet Physics Library
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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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