From 79eca25c945a535a7a0325999034bae17da92412 Mon Sep 17 00:00:00 2001 From: dan miller Date: Fri, 19 Oct 2007 05:15:33 +0000 Subject: resubmitting ode --- libraries/ode-0.9/include/ode/collision_trimesh.h | 205 ++++++++++++++++++++++ 1 file changed, 205 insertions(+) create mode 100755 libraries/ode-0.9/include/ode/collision_trimesh.h (limited to 'libraries/ode-0.9/include/ode/collision_trimesh.h') diff --git a/libraries/ode-0.9/include/ode/collision_trimesh.h b/libraries/ode-0.9/include/ode/collision_trimesh.h new file mode 100755 index 0000000..ad85a6e --- /dev/null +++ b/libraries/ode-0.9/include/ode/collision_trimesh.h @@ -0,0 +1,205 @@ +/************************************************************************* + * * + * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * + * All rights reserved. Email: russ@q12.org Web: www.q12.org * + * * + * This library is free software; you can redistribute it and/or * + * modify it under the terms of EITHER: * + * (1) The GNU Lesser General Public License as published by the Free * + * Software Foundation; either version 2.1 of the License, or (at * + * your option) any later version. The text of the GNU Lesser * + * General Public License is included with this library in the * + * file LICENSE.TXT. * + * (2) The BSD-style license that is included with this library in * + * the file LICENSE-BSD.TXT. * + * * + * This library is distributed in the hope that it will be useful, * + * but WITHOUT ANY WARRANTY; without even the implied warranty of * + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * + * LICENSE.TXT and LICENSE-BSD.TXT for more details. * + * * + *************************************************************************/ + +/* + * TriMesh code by Erwin de Vries. + * + * Trimesh data. + * This is where the actual vertexdata (pointers), and BV tree is stored. + * Vertices should be single precision! + * This should be more sophisticated, so that the user can easyly implement + * another collision library, but this is a lot of work, and also costs some + * performance because some data has to be copied. + */ + +#ifndef _ODE_COLLISION_TRIMESH_H_ +#define _ODE_COLLISION_TRIMESH_H_ + +#ifdef __cplusplus +extern "C" { +#endif + +/* + * Data storage for triangle meshes. + */ +struct dxTriMeshData; +typedef struct dxTriMeshData* dTriMeshDataID; + +/* + * These dont make much sense now, but they will later when we add more + * features. + */ +ODE_API dTriMeshDataID dGeomTriMeshDataCreate(void); +ODE_API void dGeomTriMeshDataDestroy(dTriMeshDataID g); + + + +enum { TRIMESH_FACE_NORMALS }; +ODE_API void dGeomTriMeshDataSet(dTriMeshDataID g, int data_id, void* in_data); +ODE_API void* dGeomTriMeshDataGet(dTriMeshDataID g, int data_id); + + + +/** + * We need to set the last transform after each time step for + * accurate collision response. These functions get and set that transform. + * It is stored per geom instance, rather than per dTriMeshDataID. + */ +ODE_API void dGeomTriMeshSetLastTransform( dGeomID g, dMatrix4 last_trans ); +ODE_API dReal* dGeomTriMeshGetLastTransform( dGeomID g ); + +/* + * Build TriMesh data with single precision used in vertex data . + */ +ODE_API void dGeomTriMeshDataBuildSingle(dTriMeshDataID g, + const void* Vertices, int VertexStride, int VertexCount, + const void* Indices, int IndexCount, int TriStride); +/* same again with a normals array (used as trimesh-trimesh optimization) */ +ODE_API void dGeomTriMeshDataBuildSingle1(dTriMeshDataID g, + const void* Vertices, int VertexStride, int VertexCount, + const void* Indices, int IndexCount, int TriStride, + const void* Normals); +/* +* Build TriMesh data with double pricision used in vertex data . +*/ +ODE_API void dGeomTriMeshDataBuildDouble(dTriMeshDataID g, + const void* Vertices, int VertexStride, int VertexCount, + const void* Indices, int IndexCount, int TriStride); +/* same again with a normals array (used as trimesh-trimesh optimization) */ +ODE_API void dGeomTriMeshDataBuildDouble1(dTriMeshDataID g, + const void* Vertices, int VertexStride, int VertexCount, + const void* Indices, int IndexCount, int TriStride, + const void* Normals); + +/* + * Simple build. Single/double precision based on dSINGLE/dDOUBLE! + */ +ODE_API void dGeomTriMeshDataBuildSimple(dTriMeshDataID g, + const dReal* Vertices, int VertexCount, + const int* Indices, int IndexCount); +/* same again with a normals array (used as trimesh-trimesh optimization) */ +ODE_API void dGeomTriMeshDataBuildSimple1(dTriMeshDataID g, + const dReal* Vertices, int VertexCount, + const int* Indices, int IndexCount, + const int* Normals); + +/* Preprocess the trimesh data to remove mark unnecessary edges and vertices */ +ODE_API void dGeomTriMeshDataPreprocess(dTriMeshDataID g); +/* Get and set the internal preprocessed trimesh data buffer, for loading and saving */ +ODE_API void dGeomTriMeshDataGetBuffer(dTriMeshDataID g, unsigned char** buf, int* bufLen); +ODE_API void dGeomTriMeshDataSetBuffer(dTriMeshDataID g, unsigned char* buf); + + +/* + * Per triangle callback. Allows the user to say if he wants a collision with + * a particular triangle. + */ +typedef int dTriCallback(dGeomID TriMesh, dGeomID RefObject, int TriangleIndex); +ODE_API void dGeomTriMeshSetCallback(dGeomID g, dTriCallback* Callback); +ODE_API dTriCallback* dGeomTriMeshGetCallback(dGeomID g); + +/* + * Per object callback. Allows the user to get the list of triangles in 1 + * shot. Maybe we should remove this one. + */ +typedef void dTriArrayCallback(dGeomID TriMesh, dGeomID RefObject, const int* TriIndices, int TriCount); +ODE_API void dGeomTriMeshSetArrayCallback(dGeomID g, dTriArrayCallback* ArrayCallback); +ODE_API dTriArrayCallback* dGeomTriMeshGetArrayCallback(dGeomID g); + +/* + * Ray callback. + * Allows the user to say if a ray collides with a triangle on barycentric + * coords. The user can for example sample a texture with alpha transparency + * to determine if a collision should occur. + */ +typedef int dTriRayCallback(dGeomID TriMesh, dGeomID Ray, int TriangleIndex, dReal u, dReal v); +ODE_API void dGeomTriMeshSetRayCallback(dGeomID g, dTriRayCallback* Callback); +ODE_API dTriRayCallback* dGeomTriMeshGetRayCallback(dGeomID g); + +/* + * Trimesh class + * Construction. Callbacks are optional. + */ +ODE_API dGeomID dCreateTriMesh(dSpaceID space, dTriMeshDataID Data, dTriCallback* Callback, dTriArrayCallback* ArrayCallback, dTriRayCallback* RayCallback); + +ODE_API void dGeomTriMeshSetData(dGeomID g, dTriMeshDataID Data); +ODE_API dTriMeshDataID dGeomTriMeshGetData(dGeomID g); + + +// enable/disable/check temporal coherence +ODE_API void dGeomTriMeshEnableTC(dGeomID g, int geomClass, int enable); +ODE_API int dGeomTriMeshIsTCEnabled(dGeomID g, int geomClass); + +/* + * Clears the internal temporal coherence caches. When a geom has its + * collision checked with a trimesh once, data is stored inside the trimesh. + * With large worlds with lots of seperate objects this list could get huge. + * We should be able to do this automagically. + */ +ODE_API void dGeomTriMeshClearTCCache(dGeomID g); + + +/* + * returns the TriMeshDataID + */ +ODE_API dTriMeshDataID dGeomTriMeshGetTriMeshDataID(dGeomID g); + +/* + * Gets a triangle. + */ +ODE_API void dGeomTriMeshGetTriangle(dGeomID g, int Index, dVector3* v0, dVector3* v1, dVector3* v2); + +/* + * Gets the point on the requested triangle and the given barycentric + * coordinates. + */ +ODE_API void dGeomTriMeshGetPoint(dGeomID g, int Index, dReal u, dReal v, dVector3 Out); + +/* + +This is how the strided data works: + +struct StridedVertex{ + dVector3 Vertex; + // Userdata +}; +int VertexStride = sizeof(StridedVertex); + +struct StridedTri{ + int Indices[3]; + // Userdata +}; +int TriStride = sizeof(StridedTri); + +*/ + + +ODE_API int dGeomTriMeshGetTriangleCount (dGeomID g); + +ODE_API void dGeomTriMeshDataUpdate(dTriMeshDataID g); + +#ifdef __cplusplus +} +#endif + +#endif /* _ODE_COLLISION_TRIMESH_H_ */ + -- cgit v1.1