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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 
17 #include "btTriangleMesh.h"
18 
19 
20 
btTriangleMesh(bool use32bitIndices,bool use4componentVertices)21 btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool use4componentVertices)
22 :m_use32bitIndices(use32bitIndices),
23 m_use4componentVertices(use4componentVertices),
24 m_weldingThreshold(0.0)
25 {
26 	btIndexedMesh meshIndex;
27 	meshIndex.m_numTriangles = 0;
28 	meshIndex.m_numVertices = 0;
29 	meshIndex.m_indexType = PHY_INTEGER;
30 	meshIndex.m_triangleIndexBase = 0;
31 	meshIndex.m_triangleIndexStride = 3*sizeof(int);
32 	meshIndex.m_vertexBase = 0;
33 	meshIndex.m_vertexStride = sizeof(btVector3);
34 	m_indexedMeshes.push_back(meshIndex);
35 
36 	if (m_use32bitIndices)
37 	{
38 		m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size()/3;
39 		m_indexedMeshes[0].m_triangleIndexBase = 0;
40 		m_indexedMeshes[0].m_indexType = PHY_INTEGER;
41 		m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(int);
42 	} else
43 	{
44 		m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size()/3;
45 		m_indexedMeshes[0].m_triangleIndexBase = 0;
46 		m_indexedMeshes[0].m_indexType = PHY_SHORT;
47 		m_indexedMeshes[0].m_triangleIndexStride = 3*sizeof(short int);
48 	}
49 
50 	if (m_use4componentVertices)
51 	{
52 		m_indexedMeshes[0].m_numVertices = m_4componentVertices.size();
53 		m_indexedMeshes[0].m_vertexBase = 0;
54 		m_indexedMeshes[0].m_vertexStride = sizeof(btVector3);
55 	} else
56 	{
57 		m_indexedMeshes[0].m_numVertices = m_3componentVertices.size()/3;
58 		m_indexedMeshes[0].m_vertexBase = 0;
59 		m_indexedMeshes[0].m_vertexStride = 3*sizeof(btScalar);
60 	}
61 
62 
63 }
64 
addIndex(int index)65 void	btTriangleMesh::addIndex(int index)
66 {
67 	if (m_use32bitIndices)
68 	{
69 		m_32bitIndices.push_back(index);
70 		m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_32bitIndices[0];
71 	} else
72 	{
73 		m_16bitIndices.push_back(index);
74 		m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) &m_16bitIndices[0];
75 	}
76 }
77 
addTriangleIndices(int index1,int index2,int index3)78 void	btTriangleMesh::addTriangleIndices(int index1, int index2, int index3 )
79 {
80 	m_indexedMeshes[0].m_numTriangles++;
81 	addIndex( index1 );
82 	addIndex( index2 );
83 	addIndex( index3 );
84 }
85 
findOrAddVertex(const btVector3 & vertex,bool removeDuplicateVertices)86 int	btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
87 {
88 	//return index of new/existing vertex
89 	///@todo: could use acceleration structure for this
90 	if (m_use4componentVertices)
91 	{
92 		if (removeDuplicateVertices)
93 			{
94 			for (int i=0;i< m_4componentVertices.size();i++)
95 			{
96 				if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold)
97 				{
98 					return i;
99 				}
100 			}
101 		}
102 		m_indexedMeshes[0].m_numVertices++;
103 		m_4componentVertices.push_back(vertex);
104 		m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
105 
106 		return m_4componentVertices.size()-1;
107 
108 	} else
109 	{
110 
111 		if (removeDuplicateVertices)
112 		{
113 			for (int i=0;i< m_3componentVertices.size();i+=3)
114 			{
115 				btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]);
116 				if ((vtx-vertex).length2() <= m_weldingThreshold)
117 				{
118 					return i/3;
119 				}
120 			}
121 		}
122 		m_3componentVertices.push_back(vertex.getX());
123 		m_3componentVertices.push_back(vertex.getY());
124 		m_3componentVertices.push_back(vertex.getZ());
125 		m_indexedMeshes[0].m_numVertices++;
126 		m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
127 		return (m_3componentVertices.size()/3)-1;
128 	}
129 
130 }
131 
addTriangle(const btVector3 & vertex0,const btVector3 & vertex1,const btVector3 & vertex2,bool removeDuplicateVertices)132 void	btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2,bool removeDuplicateVertices)
133 {
134 	m_indexedMeshes[0].m_numTriangles++;
135 	addIndex(findOrAddVertex(vertex0,removeDuplicateVertices));
136 	addIndex(findOrAddVertex(vertex1,removeDuplicateVertices));
137 	addIndex(findOrAddVertex(vertex2,removeDuplicateVertices));
138 }
139 
getNumTriangles() const140 int btTriangleMesh::getNumTriangles() const
141 {
142 	if (m_use32bitIndices)
143 	{
144 		return m_32bitIndices.size() / 3;
145 	}
146 	return m_16bitIndices.size() / 3;
147 }
148 
preallocateVertices(int numverts)149 void btTriangleMesh::preallocateVertices(int numverts)
150 {
151 	if (m_use4componentVertices)
152 	{
153 		m_4componentVertices.reserve(numverts);
154 	} else
155 	{
156 		m_3componentVertices.reserve(numverts);
157 	}
158 }
159 
preallocateIndices(int numindices)160 void btTriangleMesh::preallocateIndices(int numindices)
161 {
162 	if (m_use32bitIndices)
163 	{
164 		m_32bitIndices.reserve(numindices);
165 	} else
166 	{
167 		m_16bitIndices.reserve(numindices);
168 	}
169 }
170