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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.util.ObjectArrayList;
import java.nio.ByteBuffer;

/**
 * TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing
 * triangle/index arrays. Additional meshes can be added using {@link #addIndexedMesh addIndexedMesh}.

* * No duplicate is made of the vertex/index data, it only indexes into external vertex/index * arrays. So keep those arrays around during the lifetime of this TriangleIndexVertexArray. * * @author jezek2 */ public class TriangleIndexVertexArray extends StridingMeshInterface { protected ObjectArrayList indexedMeshes = new ObjectArrayList(); private ByteBufferVertexData data = new ByteBufferVertexData(); public TriangleIndexVertexArray() { } /** * Just to be backwards compatible. */ public TriangleIndexVertexArray(int numTriangles, ByteBuffer triangleIndexBase, int triangleIndexStride, int numVertices, ByteBuffer vertexBase, int vertexStride) { IndexedMesh mesh = new IndexedMesh(); mesh.numTriangles = numTriangles; mesh.triangleIndexBase = triangleIndexBase; mesh.triangleIndexStride = triangleIndexStride; mesh.numVertices = numVertices; mesh.vertexBase = vertexBase; mesh.vertexStride = vertexStride; addIndexedMesh(mesh); } public void addIndexedMesh(IndexedMesh mesh) { addIndexedMesh(mesh, ScalarType.INTEGER); } public void addIndexedMesh(IndexedMesh mesh, ScalarType indexType) { indexedMeshes.add(mesh); indexedMeshes.getQuick(indexedMeshes.size() - 1).indexType = indexType; } @Override public VertexData getLockedVertexIndexBase(int subpart) { assert (subpart < getNumSubParts()); IndexedMesh mesh = indexedMeshes.getQuick(subpart); data.vertexCount = mesh.numVertices; data.vertexData = mesh.vertexBase; //#ifdef BT_USE_DOUBLE_PRECISION //type = PHY_DOUBLE; //#else data.vertexType = ScalarType.FLOAT; //#endif data.vertexStride = mesh.vertexStride; data.indexCount = mesh.numTriangles*3; data.indexData = mesh.triangleIndexBase; data.indexStride = mesh.triangleIndexStride/3; data.indexType = mesh.indexType; return data; } @Override public VertexData getLockedReadOnlyVertexIndexBase(int subpart) { return getLockedVertexIndexBase(subpart); } /** * 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. */ @Override public void unLockVertexBase(int subpart) { data.vertexData = null; data.indexData = null; } @Override public void unLockReadOnlyVertexBase(int subpart) { unLockVertexBase(subpart); } /** * getNumSubParts returns the number of seperate subparts. * Each subpart has a continuous array of vertices and indices. */ @Override public int getNumSubParts() { return indexedMeshes.size(); } public ObjectArrayList getIndexedMeshArray() { return indexedMeshes; } @Override public void preallocateVertices(int numverts) { } @Override public void preallocateIndices(int numindices) { } }





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