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-rw-r--r--libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/TriangleIndexVertexArray.cs272
1 files changed, 136 insertions, 136 deletions
diff --git a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/TriangleIndexVertexArray.cs b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/TriangleIndexVertexArray.cs
index 6d0d7b5..52c08ed 100644
--- a/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/TriangleIndexVertexArray.cs
+++ b/libraries/ModifiedBulletX/ModifiedBulletX/Collision/CollisionShapes/TriangleIndexVertexArray.cs
@@ -1,136 +1,136 @@
1/* 1/*
2 Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru 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 3 Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.com
4 4
5 This software is provided 'as-is', without any express or implied 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 6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software. 7 arising from the use of this software.
8 8
9 Permission is granted to anyone to use this software for any purpose, 9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it 10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions: 11 freely, subject to the following restrictions:
12 12
13 1. The origin of this software must not be misrepresented; you must not 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 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 15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required. 16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be 17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software. 18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution. 19 3. This notice may not be removed or altered from any source distribution.
20*/ 20*/
21 21
22using System; 22using System;
23using System.Collections.Generic; 23using System.Collections.Generic;
24using System.Text; 24using System.Text;
25using MonoXnaCompactMaths; 25using MonoXnaCompactMaths;
26 26
27namespace XnaDevRu.BulletX 27namespace XnaDevRu.BulletX
28{ 28{
29 /// <summary> 29 /// <summary>
30 /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements 30 /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
31 /// instead of the number of indices, we pass the number of triangles 31 /// instead of the number of indices, we pass the number of triangles
32 /// </summary> 32 /// </summary>
33 public struct IndexedMesh 33 public struct IndexedMesh
34 { 34 {
35 private int _numTriangles; 35 private int _numTriangles;
36 private int[] _triangleIndexBase; 36 private int[] _triangleIndexBase;
37 private int _triangleIndexStride; 37 private int _triangleIndexStride;
38 private int _numVertices; 38 private int _numVertices;
39 private Vector3[] _vertexBase; 39 private Vector3[] _vertexBase;
40 private int _vertexStride; 40 private int _vertexStride;
41 41
42 public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) 42 public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
43 { 43 {
44 _numTriangles = numTriangleIndices; 44 _numTriangles = numTriangleIndices;
45 _triangleIndexBase = triangleIndexBase; 45 _triangleIndexBase = triangleIndexBase;
46 _triangleIndexStride = triangleIndexStride; 46 _triangleIndexStride = triangleIndexStride;
47 _vertexBase = vertexBase; 47 _vertexBase = vertexBase;
48 _numVertices = numVertices; 48 _numVertices = numVertices;
49 _vertexStride = vertexStride; 49 _vertexStride = vertexStride;
50 } 50 }
51 51
52 public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase) 52 public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase)
53 { 53 {
54 _numTriangles = triangleIndexBase.Length; 54 _numTriangles = triangleIndexBase.Length;
55 _triangleIndexBase = triangleIndexBase; 55 _triangleIndexBase = triangleIndexBase;
56 _triangleIndexStride = 32; 56 _triangleIndexStride = 32;
57 _vertexBase = vertexBase; 57 _vertexBase = vertexBase;
58 _numVertices = vertexBase.Length; 58 _numVertices = vertexBase.Length;
59 _vertexStride = 24; 59 _vertexStride = 24;
60 } 60 }
61 61
62 public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } } 62 public int TriangleCount { get { return _numTriangles; } set { _numTriangles = value; } }
63 public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } } 63 public int[] TriangleIndexBase { get { return _triangleIndexBase; } set { _triangleIndexBase = value; } }
64 public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } } 64 public int TriangleIndexStride { get { return _triangleIndexStride; } set { _triangleIndexStride = value; } }
65 public int VertexCount { get { return _numVertices; } set { _numVertices = value; } } 65 public int VertexCount { get { return _numVertices; } set { _numVertices = value; } }
66 public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } } 66 public Vector3[] VertexBase { get { return _vertexBase; } set { _vertexBase = value; } }
67 public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } } 67 public int VertexStride { get { return _vertexStride; } set { _vertexStride = value; } }
68 } 68 }
69 69
70 /// <summary> 70 /// <summary>
71 /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays. 71 /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
72 /// Additional meshes can be added using addIndexedMesh 72 /// Additional meshes can be added using addIndexedMesh
73 /// </summary> 73 /// </summary>
74 public class TriangleIndexVertexArray : StridingMeshInterface 74 public class TriangleIndexVertexArray : StridingMeshInterface
75 { 75 {
76 List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>(); 76 List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
77 77
78 public TriangleIndexVertexArray() { } 78 public TriangleIndexVertexArray() { }
79 79
80 public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride) 80 public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices, Vector3[] vertexBase, int vertexStride)
81 { 81 {
82 IndexedMesh mesh = new IndexedMesh(); 82 IndexedMesh mesh = new IndexedMesh();
83 mesh.TriangleCount = numTriangleIndices; 83 mesh.TriangleCount = numTriangleIndices;
84 mesh.TriangleIndexBase = triangleIndexBase; 84 mesh.TriangleIndexBase = triangleIndexBase;
85 mesh.TriangleIndexStride = triangleIndexStride; 85 mesh.TriangleIndexStride = triangleIndexStride;
86 mesh.VertexBase = vertexBase; 86 mesh.VertexBase = vertexBase;
87 mesh.VertexCount = numVertices; 87 mesh.VertexCount = numVertices;
88 mesh.VertexStride = vertexStride; 88 mesh.VertexStride = vertexStride;
89 89
90 AddIndexedMesh(mesh); 90 AddIndexedMesh(mesh);
91 } 91 }
92 92
93 public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase) 93 public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
94 : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { } 94 : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24) { }
95 95
96 public void AddIndexedMesh(IndexedMesh indexedMesh) 96 public void AddIndexedMesh(IndexedMesh indexedMesh)
97 { 97 {
98 _indexedMeshes.Add(indexedMesh); 98 _indexedMeshes.Add(indexedMesh);
99 } 99 }
100 100
101 public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) 101 public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
102 { 102 {
103 throw new Exception("The method or operation is not implemented."); 103 throw new Exception("The method or operation is not implemented.");
104 } 104 }
105 105
106 public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart) 106 public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces, int subpart)
107 { 107 {
108 throw new Exception("The method or operation is not implemented."); 108 throw new Exception("The method or operation is not implemented.");
109 } 109 }
110 110
111 public override void UnLockVertexBase(int subpart) 111 public override void UnLockVertexBase(int subpart)
112 { 112 {
113 throw new Exception("The method or operation is not implemented."); 113 throw new Exception("The method or operation is not implemented.");
114 } 114 }
115 115
116 public override void UnLockReadOnlyVertexBase(int subpart) 116 public override void UnLockReadOnlyVertexBase(int subpart)
117 { 117 {
118 throw new Exception("The method or operation is not implemented."); 118 throw new Exception("The method or operation is not implemented.");
119 } 119 }
120 120
121 public override int SubPartsCount() 121 public override int SubPartsCount()
122 { 122 {
123 return _indexedMeshes.Count; 123 return _indexedMeshes.Count;
124 } 124 }
125 125
126 public override void PreallocateVertices(int numverts) 126 public override void PreallocateVertices(int numverts)
127 { 127 {
128 throw new Exception("The method or operation is not implemented."); 128 throw new Exception("The method or operation is not implemented.");
129 } 129 }
130 130
131 public override void PreallocateIndices(int numindices) 131 public override void PreallocateIndices(int numindices)
132 { 132 {
133 throw new Exception("The method or operation is not implemented."); 133 throw new Exception("The method or operation is not implemented.");
134 } 134 }
135 } 135 }
136} 136}