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- /*
- Bullet for XNA Copyright (c) 2003-2007 Vsevolod Klementjev http://www.codeplex.com/xnadevru
- Bullet original C++ version Copyright (c) 2003-2007 Erwin Coumans http://bulletphysics.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.
- */
- /*
-
- This file contains a class TriangleIndexVertexArray. I tried using the class with the same name
- from the BulletX implementation and found it unusable for the purpose of using triangle meshes
- within BulletX as the implementation was painfully incomplete.
- The attempt to derive from the original class failed as viable members were hidden.
- Fiddling around with BulletX itself was not my intention.
- So I copied the class to the BulletX-plugin and modified it.
- If you want to fiddle around with it it's up to you to move all this to BulletX.
- If someone someday implements the missing functionality in BulletX, feel free to remove this class.
- It's just an ugly hack.
-
- */
- using System;
- using System.Collections.Generic;
- using MonoXnaCompactMaths;
- using XnaDevRu.BulletX;
- namespace OpenSim.Region.Physics.BulletXPlugin
- {
- /// <summary>
- /// IndexedMesh indexes into existing vertex and index arrays, in a similar way OpenGL glDrawElements
- /// instead of the number of indices, we pass the number of triangles
- /// </summary>
- public struct IndexedMesh
- {
- private int _numTriangles;
- private int[] _triangleIndexBase;
- private int _triangleIndexStride;
- private int _numVertices;
- private Vector3[] _vertexBase;
- private int _vertexStride;
- public IndexedMesh(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride, int numVertices,
- Vector3[] vertexBase, int vertexStride)
- {
- _numTriangles = numTriangleIndices;
- _triangleIndexBase = triangleIndexBase;
- _triangleIndexStride = triangleIndexStride;
- _vertexBase = vertexBase;
- _numVertices = numVertices;
- _vertexStride = vertexStride;
- }
- public IndexedMesh(int[] triangleIndexBase, Vector3[] vertexBase)
- {
- _numTriangles = triangleIndexBase.Length;
- _triangleIndexBase = triangleIndexBase;
- _triangleIndexStride = 32;
- _vertexBase = vertexBase;
- _numVertices = vertexBase.Length;
- _vertexStride = 24;
- }
- public int TriangleCount
- {
- get { return _numTriangles; }
- set { _numTriangles = value; }
- }
- public int[] TriangleIndexBase
- {
- get { return _triangleIndexBase; }
- set { _triangleIndexBase = value; }
- }
- public int TriangleIndexStride
- {
- get { return _triangleIndexStride; }
- set { _triangleIndexStride = value; }
- }
- public int VertexCount
- {
- get { return _numVertices; }
- set { _numVertices = value; }
- }
- public Vector3[] VertexBase
- {
- get { return _vertexBase; }
- set { _vertexBase = value; }
- }
- public int VertexStride
- {
- get { return _vertexStride; }
- set { _vertexStride = value; }
- }
- }
- /// <summary>
- /// TriangleIndexVertexArray allows to use multiple meshes, by indexing into existing triangle/index arrays.
- /// Additional meshes can be added using addIndexedMesh
- /// </summary>
- public class TriangleIndexVertexArray : StridingMeshInterface
- {
- private List<IndexedMesh> _indexedMeshes = new List<IndexedMesh>();
- public TriangleIndexVertexArray()
- {
- }
- public TriangleIndexVertexArray(int numTriangleIndices, int[] triangleIndexBase, int triangleIndexStride,
- int numVertices, Vector3[] vertexBase, int vertexStride)
- {
- IndexedMesh mesh = new IndexedMesh();
- mesh.TriangleCount = numTriangleIndices;
- mesh.TriangleIndexBase = triangleIndexBase;
- mesh.TriangleIndexStride = triangleIndexStride;
- mesh.VertexBase = vertexBase;
- mesh.VertexCount = numVertices;
- mesh.VertexStride = vertexStride;
- AddIndexedMesh(mesh);
- }
- public TriangleIndexVertexArray(int[] triangleIndexBase, Vector3[] vertexBase)
- : this(triangleIndexBase.Length, triangleIndexBase, 32, vertexBase.Length, vertexBase, 24)
- {
- }
- public void AddIndexedMesh(IndexedMesh indexedMesh)
- {
- _indexedMeshes.Add(indexedMesh);
- }
- public override void GetLockedVertexIndexBase(out List<Vector3> verts, out List<int> indicies, out int numfaces,
- int subpart)
- {
- throw new Exception("The method or operation is not implemented.");
- }
- public override void GetLockedReadOnlyVertexIndexBase(out List<Vector3> verts, out List<int> indicies,
- out int numfaces, int subpart)
- {
- IndexedMesh m = _indexedMeshes[0];
- Vector3[] vertexBase = m.VertexBase;
- verts = new List<Vector3>();
- foreach (Vector3 v in vertexBase)
- {
- verts.Add(v);
- }
- int[] indexBase = m.TriangleIndexBase;
- indicies = new List<int>();
- foreach (int i in indexBase)
- {
- indicies.Add(i);
- }
- numfaces = vertexBase.GetLength(0);
- }
- public override void UnLockVertexBase(int subpart)
- {
- throw new Exception("The method or operation is not implemented.");
- }
- public override void UnLockReadOnlyVertexBase(int subpart)
- {
- }
- public override int SubPartsCount()
- {
- return _indexedMeshes.Count;
- }
- public override void PreallocateVertices(int numverts)
- {
- throw new Exception("The method or operation is not implemented.");
- }
- public override void PreallocateIndices(int numindices)
- {
- throw new Exception("The method or operation is not implemented.");
- }
- }
- }
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