Saxum/extern/bullet/Extras/CDTestFramework/Opcode/OPC_MeshInterface.h

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2014-10-24 09:42:47 +00:00
/*
* OPCODE - Optimized Collision Detection
* http://www.codercorner.com/Opcode.htm
*
* Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com
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.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Contains a mesh interface.
* \file OPC_MeshInterface.h
* \author Pierre Terdiman
* \date November, 27, 2002
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __OPC_MESHINTERFACE_H__
#define __OPC_MESHINTERFACE_H__
struct VertexPointers
{
const Point* Vertex[3];
bool BackfaceCulling(const Point& source)
{
const Point& p0 = *Vertex[0];
const Point& p1 = *Vertex[1];
const Point& p2 = *Vertex[2];
// Compute normal direction
Point Normal = (p2 - p1)^(p0 - p1);
// Backface culling
return (Normal | (source - p0)) >= 0.0f;
}
};
#ifdef OPC_USE_CALLBACKS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* User-callback, called by OPCODE to request vertices from the app.
* \param triangle_index [in] face index for which the system is requesting the vertices
* \param triangle [out] triangle's vertices (must be provided by the user)
* \param user_data [in] user-defined data from SetCallback()
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
typedef void (*RequestCallback) (udword triangle_index, VertexPointers& triangle, void* user_data);
#endif
class OPCODE_API MeshInterface
{
public:
// Constructor / Destructor
MeshInterface();
~MeshInterface();
// Common settings
inline_ udword GetNbTriangles() const { return mNbTris; }
inline_ udword GetNbVertices() const { return mNbVerts; }
inline_ void SetNbTriangles(udword nb) { mNbTris = nb; }
inline_ void SetNbVertices(udword nb) { mNbVerts = nb; }
#ifdef OPC_USE_CALLBACKS
// Callback settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Callback control: setups object callback. Must provide triangle-vertices for a given triangle index.
* \param callback [in] user-defined callback
* \param user_data [in] user-defined data
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool SetCallback(RequestCallback callback, void* user_data);
inline_ void* GetUserData() const { return mUserData; }
inline_ RequestCallback GetCallback() const { return mObjCallback; }
#else
// Pointers settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Pointers control: setups object pointers. Must provide access to faces and vertices for a given object.
* \param tris [in] pointer to triangles
* \param verts [in] pointer to vertices
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool SetPointers(const IndexedTriangle* tris, const Point* verts);
inline_ const IndexedTriangle* GetTris() const { return mTris; }
inline_ const Point* GetVerts() const { return mVerts; }
#ifdef OPC_USE_STRIDE
// Strides settings
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Strides control
* \param tri_stride [in] size of a triangle in bytes. The first sizeof(IndexedTriangle) bytes are used to get vertex indices.
* \param vertex_stride [in] size of a vertex in bytes. The first sizeof(Point) bytes are used to get vertex position.
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool SetStrides(udword tri_stride=sizeof(IndexedTriangle), udword vertex_stride=sizeof(Point));
inline_ udword GetTriStride() const { return mTriStride; }
inline_ udword GetVertexStride() const { return mVertexStride; }
#endif
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Fetches a triangle given a triangle index.
* \param vp [out] required triangle's vertex pointers
* \param index [in] triangle index
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ void GetTriangle(VertexPointers& vp, udword index) const
{
#ifdef OPC_USE_CALLBACKS
(mObjCallback)(index, vp, mUserData);
#else
#ifdef OPC_USE_STRIDE
const IndexedTriangle* T = (const IndexedTriangle*)(((ubyte*)mTris) + index * mTriStride);
vp.Vertex[0] = (const Point*)(((ubyte*)mVerts) + T->mVRef[0] * mVertexStride);
vp.Vertex[1] = (const Point*)(((ubyte*)mVerts) + T->mVRef[1] * mVertexStride);
vp.Vertex[2] = (const Point*)(((ubyte*)mVerts) + T->mVRef[2] * mVertexStride);
#else
const IndexedTriangle* T = &mTris[index];
vp.Vertex[0] = &mVerts[T->mVRef[0]];
vp.Vertex[1] = &mVerts[T->mVRef[1]];
vp.Vertex[2] = &mVerts[T->mVRef[2]];
#endif
#endif
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Remaps client's mesh according to a permutation.
* \param nb_indices [in] number of indices in the permutation (will be checked against number of triangles)
* \param permutation [in] list of triangle indices
* \return true if success
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ bool RemapClient(udword nb_indices, const udword* permutation) const;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Checks the mesh interface is valid, i.e. things have been setup correctly.
* \return true if valid
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool IsValid() const;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Checks the mesh itself is valid.
* Currently we only look for degenerate faces.
* \return number of degenerate faces
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
udword CheckTopology() const;
private:
udword mNbTris; //!< Number of triangles in the input model
udword mNbVerts; //!< Number of vertices in the input model
#ifdef OPC_USE_CALLBACKS
// User callback
void* mUserData; //!< User-defined data sent to callback
RequestCallback mObjCallback; //!< Object callback
#else
// User pointers
const IndexedTriangle* mTris; //!< Array of indexed triangles
const Point* mVerts; //!< Array of vertices
#ifdef OPC_USE_STRIDE
udword mTriStride; //!< Possible triangle stride in bytes [Opcode 1.3]
udword mVertexStride; //!< Possible vertex stride in bytes [Opcode 1.3]
#endif
#endif
};
#endif //__OPC_MESHINTERFACE_H__