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authorTeravus Ovares2007-11-10 19:13:52 +0000
committerTeravus Ovares2007-11-10 19:13:52 +0000
commitcb07ba0d68eeb57bae1cb60f387483ff720cc29d (patch)
treea46f7b6b50e70a9f5f56a89396ba8a3f1078c19e /OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs
parent* ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim lef... (diff)
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* Moves the Meshmerizer to a separate plugin
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
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1/*
2 Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
3 Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22/*
23
24 This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
25 from the BulletX implementation and found it unusable for the purpose of using triangle meshes
26 within BulletX as the implementation was painfully incomplete.
27 The attempt to derive from the original class failed as viable members were hidden.
28 Fiddling around with BulletX itself was not my intention.
29 So I copied the class to the BulletX-plugin and modified it.
30 If you want to fiddle around with it it's up to you to move all this to BulletX.
31 If someone someday implements the missing functionality in BulletX, feel free to remove this class.
32 It's just an ugly hack.
33
34 */
35using System;
36using System.Collections.Generic;
37using System.Text;
38using MonoXnaCompactMaths;
39
40namespace OpenSim.Region.Physics.BulletXPlugin
41{
42 /// <summary>
43 /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
44 /// instead of the number of indices, we pass the number of triangles
45 /// </summary>
46 public struct IndexedMesh
47 {
48 private int _numTriangles;
49 private int[] _triangleIndexBase;
50 private int _triangleIndexStride;
51 private int _numVertices;
52 private Vector3[] _vertexBase;
53 private int _vertexStride;
54
55 public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
56 {
57 _numTriangles = numTriangleIndices;
58 _triangleIndexBase = triangleIndexBase;
59 _triangleIndexStride = triangleIndexStride;
60 _vertexBase = vertexBase;
61 _numVertices = numVertices;
62 _vertexStride = vertexStride;
63 }
64
65 public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase)
66 {
67 _numTriangles = triangleIndexBase.Length;
68 _triangleIndexBase = triangleIndexBase;
69 _triangleIndexStride = 32;
70 _vertexBase = vertexBase;
71 _numVertices = vertexBase.Length;
72 _vertexStride = 24;
73 }
74
75 public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } }
76 public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } }
77 public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } }
78 public int VertexCount { get { return _numVertices; } set { _numVertices = value; } }
79 public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } }
80 public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } }
81 }
82
83 /// <summary>
84 /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
85 /// Additional meshes can be added using addIndexedMesh
86 /// </summary>
87 public class TriangleIndexVertexArray : XnaDevRu.BulletX.StridingMeshInterface
88 {
89 List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
90
91 public TriangleIndexVertexArray() { }
92
93 public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
94 {
95 IndexedMesh mesh = new IndexedMesh();
96 mesh.TriangleCount = numTriangleIndices;
97 mesh.TriangleIndexBase = triangleIndexBase;
98 mesh.TriangleIndexStride = triangleIndexStride;
99 mesh.VertexBase = vertexBase;
100 mesh.VertexCount = numVertices;
101 mesh.VertexStride = vertexStride;
102
103 AddIndexedMesh(mesh);
104 }
105
106 public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
107 : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { }
108
109 public void AddIndexedMesh(IndexedMesh indexedMesh)
110 {
111 _indexedMeshes.Add(indexedMesh);
112 }
113
114 public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
115 {
116 throw new Exception("The method or operation is not implemented.");
117 }
118
119 public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
120 {
121 IndexedMesh m = _indexedMeshes[0];
122 Vector3[] vertexBase = m.VertexBase;
123 verts = new List<Vector3>();
124 foreach (Vector3 v in vertexBase)
125 {
126 verts.Add(v);
127 }
128 int[] indexBase = m.TriangleIndexBase;
129 indicies = new List<int>();
130 foreach (int i in indexBase)
131 {
132 indicies.Add(i);
133 }
134 numfaces = vertexBase.GetLength(0);
135 }
136
137 public override void UnLockVertexBase(int subpart)
138 {
139 throw new Exception("The method or operation is not implemented.");
140 }
141
142 public override void UnLockReadOnlyVertexBase(int subpart)
143 {
144 }
145
146 public override int SubPartsCount()
147 {
148 return _indexedMeshes.Count;
149 }
150
151 public override void PreallocateVertices(int numverts)
152 {
153 throw new Exception("The method or operation is not implemented.");
154 }
155
156 public override void PreallocateIndices(int numindices)
157 {
158 throw new Exception("The method or operation is not implemented.");
159 }
160 }
161}