/*
* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
*
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2008 Erwin Coumans http://www.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.
*/
package com.bulletphysics.collision.shapes;
import com.bulletphysics.linearmath.VectorUtil;
import com.bulletphysics.util.Stack;
import javax.vecmath.Vector3f;
/**
* StridingMeshInterface is the abstract class for high performance access to
* triangle meshes. It allows for sharing graphics and collision meshes. Also
* it provides locking/unlocking of graphics meshes that are in GPU memory.
*
* @author jezek2
*/
public abstract class StridingMeshInterface {
protected final Vector3f scaling = new Vector3f(1f, 1f, 1f);
public void internalProcessAllTriangles(InternalTriangleIndexCallback callback, Vector3f aabbMin, Vector3f aabbMax) {
Stack stack = Stack.enter();
int graphicssubparts = getNumSubParts();
Vector3f[] triangle/*[3]*/ = new Vector3f[]{ stack.allocVector3f(), stack.allocVector3f(), stack.allocVector3f() };
Vector3f meshScaling = getScaling(stack.allocVector3f());
for (int part=0; part<graphicssubparts; part++) {
VertexData data = getLockedReadOnlyVertexIndexBase(part);
for (int i=0, cnt=data.getIndexCount()/3; i<cnt; i++) {
data.getTriangle(i*3, meshScaling, triangle);
callback.internalProcessTriangleIndex(triangle, part, i);
}
unLockReadOnlyVertexBase(part);
}
stack.leave();
}
private static class AabbCalculationCallback extends InternalTriangleIndexCallback {
public final Vector3f aabbMin = new Vector3f(1e30f, 1e30f, 1e30f);
public final Vector3f aabbMax = new Vector3f(-1e30f, -1e30f, -1e30f);
public void internalProcessTriangleIndex(Vector3f[] triangle, int partId, int triangleIndex) {
VectorUtil.setMin(aabbMin, triangle[0]);
VectorUtil.setMax(aabbMax, triangle[0]);
VectorUtil.setMin(aabbMin, triangle[1]);
VectorUtil.setMax(aabbMax, triangle[1]);
VectorUtil.setMin(aabbMin, triangle[2]);
VectorUtil.setMax(aabbMax, triangle[2]);
}
}
public void calculateAabbBruteForce(Vector3f aabbMin, Vector3f aabbMax) {
// first calculate the total aabb for all triangles
AabbCalculationCallback aabbCallback = new AabbCalculationCallback();
aabbMin.set(-1e30f, -1e30f, -1e30f);
aabbMax.set(1e30f, 1e30f, 1e30f);
internalProcessAllTriangles(aabbCallback, aabbMin, aabbMax);
aabbMin.set(aabbCallback.aabbMin);
aabbMax.set(aabbCallback.aabbMax);
}
/**
* Get read and write access to a subpart of a triangle mesh.
* This subpart has a continuous array of vertices and indices.
* In this way the mesh can be handled as chunks of memory with striding
* very similar to OpenGL vertexarray support.
* Make a call to unLockVertexBase when the read and write access is finished.
*/
public abstract VertexData getLockedVertexIndexBase(int subpart/*=0*/);
public abstract VertexData getLockedReadOnlyVertexIndexBase(int subpart/*=0*/);
/**
* unLockVertexBase finishes the access to a subpart of the triangle mesh.
* Make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished.
*/
public abstract void unLockVertexBase(int subpart);
public abstract void unLockReadOnlyVertexBase(int subpart);
/**
* getNumSubParts returns the number of seperate subparts.
* Each subpart has a continuous array of vertices and indices.
*/
public abstract int getNumSubParts();
public abstract void preallocateVertices(int numverts);
public abstract void preallocateIndices(int numindices);
public Vector3f getScaling(Vector3f out) {
out.set(scaling);
return out;
}
public void setScaling(Vector3f scaling) {
this.scaling.set(scaling);
}
}