mirror of https://github.com/axmolengine/axmol.git
168 lines
4.9 KiB
C++
168 lines
4.9 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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#include "btTriangleMesh.h"
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btTriangleMesh::btTriangleMesh(bool use32bitIndices, bool use4componentVertices)
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: m_use32bitIndices(use32bitIndices),
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m_use4componentVertices(use4componentVertices),
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m_weldingThreshold(0.0)
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{
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btIndexedMesh meshIndex;
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meshIndex.m_numTriangles = 0;
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meshIndex.m_numVertices = 0;
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meshIndex.m_indexType = PHY_INTEGER;
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meshIndex.m_triangleIndexBase = 0;
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meshIndex.m_triangleIndexStride = 3 * sizeof(int);
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meshIndex.m_vertexBase = 0;
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meshIndex.m_vertexStride = sizeof(btVector3);
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m_indexedMeshes.push_back(meshIndex);
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if (m_use32bitIndices)
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{
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m_indexedMeshes[0].m_numTriangles = m_32bitIndices.size() / 3;
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m_indexedMeshes[0].m_triangleIndexBase = 0;
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m_indexedMeshes[0].m_indexType = PHY_INTEGER;
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m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(int);
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}
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else
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{
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m_indexedMeshes[0].m_numTriangles = m_16bitIndices.size() / 3;
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m_indexedMeshes[0].m_triangleIndexBase = 0;
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m_indexedMeshes[0].m_indexType = PHY_SHORT;
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m_indexedMeshes[0].m_triangleIndexStride = 3 * sizeof(short int);
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}
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if (m_use4componentVertices)
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{
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m_indexedMeshes[0].m_numVertices = m_4componentVertices.size();
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m_indexedMeshes[0].m_vertexBase = 0;
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m_indexedMeshes[0].m_vertexStride = sizeof(btVector3);
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}
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else
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{
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m_indexedMeshes[0].m_numVertices = m_3componentVertices.size() / 3;
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m_indexedMeshes[0].m_vertexBase = 0;
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m_indexedMeshes[0].m_vertexStride = 3 * sizeof(btScalar);
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}
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}
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void btTriangleMesh::addIndex(int index)
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{
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if (m_use32bitIndices)
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{
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m_32bitIndices.push_back(index);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_32bitIndices[0];
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}
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else
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{
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m_16bitIndices.push_back(index);
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m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*)&m_16bitIndices[0];
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}
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}
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void btTriangleMesh::addTriangleIndices(int index1, int index2, int index3)
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{
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m_indexedMeshes[0].m_numTriangles++;
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addIndex(index1);
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addIndex(index2);
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addIndex(index3);
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}
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int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
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{
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//return index of new/existing vertex
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///@todo: could use acceleration structure for this
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if (m_use4componentVertices)
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{
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if (removeDuplicateVertices)
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{
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for (int i = 0; i < m_4componentVertices.size(); i++)
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{
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if ((m_4componentVertices[i] - vertex).length2() <= m_weldingThreshold)
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{
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return i;
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}
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}
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}
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m_indexedMeshes[0].m_numVertices++;
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m_4componentVertices.push_back(vertex);
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_4componentVertices[0];
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return m_4componentVertices.size() - 1;
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}
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else
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{
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if (removeDuplicateVertices)
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{
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for (int i = 0; i < m_3componentVertices.size(); i += 3)
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{
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btVector3 vtx(m_3componentVertices[i], m_3componentVertices[i + 1], m_3componentVertices[i + 2]);
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if ((vtx - vertex).length2() <= m_weldingThreshold)
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{
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return i / 3;
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}
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}
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}
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m_3componentVertices.push_back(vertex.getX());
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m_3componentVertices.push_back(vertex.getY());
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m_3componentVertices.push_back(vertex.getZ());
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m_indexedMeshes[0].m_numVertices++;
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m_indexedMeshes[0].m_vertexBase = (unsigned char*)&m_3componentVertices[0];
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return (m_3componentVertices.size() / 3) - 1;
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}
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}
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void btTriangleMesh::addTriangle(const btVector3& vertex0, const btVector3& vertex1, const btVector3& vertex2, bool removeDuplicateVertices)
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{
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m_indexedMeshes[0].m_numTriangles++;
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addIndex(findOrAddVertex(vertex0, removeDuplicateVertices));
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addIndex(findOrAddVertex(vertex1, removeDuplicateVertices));
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addIndex(findOrAddVertex(vertex2, removeDuplicateVertices));
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}
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int btTriangleMesh::getNumTriangles() const
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{
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if (m_use32bitIndices)
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{
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return m_32bitIndices.size() / 3;
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}
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return m_16bitIndices.size() / 3;
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}
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void btTriangleMesh::preallocateVertices(int numverts)
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{
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if (m_use4componentVertices)
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{
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m_4componentVertices.reserve(numverts);
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}
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else
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{
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m_3componentVertices.reserve(numverts);
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}
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}
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void btTriangleMesh::preallocateIndices(int numindices)
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{
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if (m_use32bitIndices)
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{
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m_32bitIndices.reserve(numindices);
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}
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else
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{
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m_16bitIndices.reserve(numindices);
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}
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}
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