/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2015 Daniel Chappuis * ********************************************************************************* * * * 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. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_TRIANGLE_VERTEX_ARRAY_H #define REACTPHYSICS3D_TRIANGLE_VERTEX_ARRAY_H // Libraries #include "configuration.h" namespace reactphysics3d { // Class TriangleVertexArray /** * This class is used to describe the vertices and faces of a triangular mesh. * A TriangleVertexArray represents a continuous array of vertices and indexes * of a triangular mesh. When you create a TriangleVertexArray, no data is copied * into the array. It only stores pointer to the data. The purpose is to allow * the user to share vertices data between the physics engine and the rendering * part. Therefore, make sure that the data pointed by a TriangleVertexArray * remain valid during the TriangleVertexArray life. */ class TriangleVertexArray { public: /// Data type for the vertices in the array enum VertexDataType {VERTEX_FLOAT_TYPE, VERTEX_DOUBLE_TYPE}; /// Data type for the indices in the array enum IndexDataType {INDEX_INTEGER_TYPE, INDEX_SHORT_TYPE}; protected: /// Number of vertices in the array uint mNbVertices; /// Pointer to the first vertex value in the array unsigned char* mVerticesStart; /// Stride (number of bytes) between the beginning of two vertices /// values in the array int mVerticesStride; /// Number of triangles in the array uint mNbTriangles; /// Pointer to the first vertex index of the array unsigned char* mIndicesStart; /// Stride (number of bytes) between the beginning of two indices in /// the array int mIndicesStride; /// Data type of the vertices in the array VertexDataType mVertexDataType; /// Data type of the indices in the array IndexDataType mIndexDataType; public: /// Constructor TriangleVertexArray(uint nbVertices, void* verticesStart, int verticesStride, uint nbTriangles, void* indexesStart, int indexesStride, VertexDataType vertexDataType, IndexDataType indexDataType); /// Destructor ~TriangleVertexArray(); /// Return the vertex data type VertexDataType getVertexDataType() const; /// Return the index data type IndexDataType getIndexDataType() const; /// Return the number of vertices uint getNbVertices() const; /// Return the number of triangles uint getNbTriangles() const; /// Return the vertices stride (number of bytes) int getVerticesStride() const; /// Return the indices stride (number of bytes) int getIndicesStride() const; /// Return the pointer to the start of the vertices array unsigned char* getVerticesStart() const; /// Return the pointer to the start of the indices array unsigned char* getIndicesStart() const; }; // Return the vertex data type inline TriangleVertexArray::VertexDataType TriangleVertexArray::getVertexDataType() const { return mVertexDataType; } // Return the index data type inline TriangleVertexArray::IndexDataType TriangleVertexArray::getIndexDataType() const { return mIndexDataType; } // Return the number of vertices inline uint TriangleVertexArray::getNbVertices() const { return mNbVertices; } // Return the number of triangles inline uint TriangleVertexArray::getNbTriangles() const { return mNbTriangles; } // Return the vertices stride (number of bytes) inline int TriangleVertexArray::getVerticesStride() const { return mVerticesStride; } // Return the indices stride (number of bytes) inline int TriangleVertexArray::getIndicesStride() const { return mIndicesStride; } // Return the pointer to the start of the vertices array inline unsigned char* TriangleVertexArray::getVerticesStart() const { return mVerticesStart; } // Return the pointer to the start of the indices array inline unsigned char* TriangleVertexArray::getIndicesStart() const { return mIndicesStart; } } #endif