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-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs197
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diff --git a/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs b/OpenSim/Region/Physics/BulletXPlugin/TriangleIndexVertexArray.cs
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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 This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
24 from the BulletX implementation and found it unusable for the purpose of using triangle meshes
25 within BulletX as the implementation was painfully incomplete.
26 The attempt to derive from the original class failed as viable members were hidden.
27 Fiddling around with BulletX itself was not my intention.
28 So I copied the class to the BulletX-plugin and modified it.
29 If you want to fiddle around with it it's up to you to move all this to BulletX.
30 If someone someday implements the missing functionality in BulletX, feel free to remove this class.
31 It's just an ugly hack.
32*/
33
34using System;
35using System.Collections.Generic;
36using MonoXnaCompactMaths;
37using XnaDevRu.BulletX;
38
39namespace OpenSim.Region.Physics.BulletXPlugin
40{
41 /// <summary>
42 /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
43 /// instead of the number of indices, we pass the number of triangles
44 /// </summary>
45 public struct IndexedMesh
46 {
47 private int _numTriangles;
48 private int[] _triangleIndexBase;
49 private int _triangleIndexStride;
50 private int _numVertices;
51 private Vector3[] _vertexBase;
52 private int _vertexStride;
53
54 public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices,
55 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
76 {
77 get { return _numTriangles; }
78 set { _numTriangles = value; }
79 }
80
81 public int[] TriangleIndexBase
82 {
83 get { return _triangleIndexBase; }
84 set { _triangleIndexBase = value; }
85 }
86
87 public int TriangleIndexStride
88 {
89 get { return _triangleIndexStride; }
90 set { _triangleIndexStride = value; }
91 }
92
93 public int VertexCount
94 {
95 get { return _numVertices; }
96 set { _numVertices = value; }
97 }
98
99 public Vector3[] VertexBase
100 {
101 get { return _vertexBase; }
102 set { _vertexBase = value; }
103 }
104
105 public int VertexStride
106 {
107 get { return _vertexStride; }
108 set { _vertexStride = value; }
109 }
110 }
111
112 /// <summary>
113 /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
114 /// Additional meshes can be added using addIndexedMesh
115 /// </summary>
116 public class TriangleIndexVertexArray : StridingMeshInterface
117 {
118 private List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
119
120 public TriangleIndexVertexArray()
121 {
122 }
123
124 public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride,
125 int numVertices, Vector3[] vertexBase, int vertexStride)
126 {
127 IndexedMesh mesh = new IndexedMesh();
128 mesh.TriangleCount = numTriangleIndices;
129 mesh.TriangleIndexBase = triangleIndexBase;
130 mesh.TriangleIndexStride = triangleIndexStride;
131 mesh.VertexBase = vertexBase;
132 mesh.VertexCount = numVertices;
133 mesh.VertexStride = vertexStride;
134
135 AddIndexedMesh(mesh);
136 }
137
138 public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
139 : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24)
140 {
141 }
142
143 public void AddIndexedMesh(IndexedMesh indexedMesh)
144 {
145 _indexedMeshes.Add(indexedMesh);
146 }
147
148 public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces,
149 int subpart)
150 {
151 throw new Exception("The method or operation is not implemented.");
152 }
153
154 public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies,
155 out int numfaces, int subpart)
156 {
157 IndexedMesh m = _indexedMeshes[0];
158 Vector3[] vertexBase = m.VertexBase;
159 verts = new List<Vector3>();
160 foreach (Vector3 v in vertexBase)
161 {
162 verts.Add(v);
163 }
164 int[] indexBase = m.TriangleIndexBase;
165 indicies = new List<int>();
166 foreach (int i in indexBase)
167 {
168 indicies.Add(i);
169 }
170 numfaces = vertexBase.GetLength(0);
171 }
172
173 public override void UnLockVertexBase(int subpart)
174 {
175 throw new Exception("The method or operation is not implemented.");
176 }
177
178 public override void UnLockReadOnlyVertexBase(int subpart)
179 {
180 }
181
182 public override int SubPartsCount()
183 {
184 return _indexedMeshes.Count;
185 }
186
187 public override void PreallocateVertices(int numverts)
188 {
189 throw new Exception("The method or operation is not implemented.");
190 }
191
192 public override void PreallocateIndices(int numindices)
193 {
194 throw new Exception("The method or operation is not implemented.");
195 }
196 }
197}