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btStridingMeshInterface.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletCollision\CollisionShapes\btStridingMeshInterface.h
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/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 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. */ #ifndef STRIDING_MESHINTERFACE_H #define STRIDING_MESHINTERFACE_H #include "LinearMath/btVector3.h" #include "btTriangleCallback.h" /// PHY_ScalarType enumerates possible scalar types. /// See the btStridingMeshInterface for its use typedef enum PHY_ScalarType { PHY_FLOAT, PHY_DOUBLE, PHY_INTEGER, PHY_SHORT, PHY_FIXEDPOINT88 } PHY_ScalarType; /// btStridingMeshInterface is the interface 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. class btStridingMeshInterface { protected: btVector3 m_scaling; public: btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.)) { } virtual ~btStridingMeshInterface(); void InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const; ///brute force method to calculate aabb void calculateAabbBruteForce(btVector3& aabbMin,btVector3& aabbMax); /// get read and write access to a subpart of a triangle mesh /// this subpart has a continuous array of vertices and indices /// in this way the mesh can be handled as chunks of memory with striding /// very similar to OpenGL vertexarray support /// make a call to unLockVertexBase when the read and write access is finished virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0)=0; virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const=0; /// 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 virtual void unLockVertexBase(int subpart)=0; virtual void unLockReadOnlyVertexBase(int subpart) const=0; /// getNumSubParts returns the number of seperate subparts /// each subpart has a continuous array of vertices and indices virtual int getNumSubParts() const=0; virtual void preallocateVertices(int numverts)=0; virtual void preallocateIndices(int numindices)=0; const btVector3& getScaling() const { return m_scaling; } void setScaling(const btVector3& scaling) { m_scaling = scaling; } }; #endif //STRIDING_MESHINTERFACE_H
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