reactphysics3d/src/collision/TriangleVertexArray.h
2018-04-30 22:15:53 +02:00

273 lines
9.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2018 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 {
// Declarations
struct Vector3;
// 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
* remains valid during the TriangleVertexArray life.
*/
class TriangleVertexArray {
public:
/// Data type for the vertices in the array
enum class VertexDataType {VERTEX_FLOAT_TYPE, VERTEX_DOUBLE_TYPE};
/// Data type for the vertex normals in the array
enum class NormalDataType {NORMAL_FLOAT_TYPE, NORMAL_DOUBLE_TYPE};
/// Data type for the indices in the array
enum class IndexDataType {INDEX_INTEGER_TYPE, INDEX_SHORT_TYPE};
protected:
// -------------------- Attributes -------------------- //
/// Number of vertices in the array
uint mNbVertices;
/// Pointer to the first vertex value in the array
const uchar* mVerticesStart;
/// Stride (number of bytes) between the beginning of two vertices
/// values in the array
uint mVerticesStride;
/// Pointer to the first vertex normal value in the array
const uchar* mVerticesNormalsStart;
/// Stride (number of bytes) between the beginning of two vertex normals
/// values in the array
uint mVerticesNormalsStride;
/// Number of triangles in the array
uint mNbTriangles;
/// Pointer to the first vertex index of the array
const uchar* mIndicesStart;
/// Stride (number of bytes) between the beginning of the three indices of two triangles
uint mIndicesStride;
/// Data type of the vertices in the array
VertexDataType mVertexDataType;
/// Data type of the vertex normals in the array
NormalDataType mVertexNormaldDataType;
/// Data type of the indices in the array
IndexDataType mIndexDataType;
/// True if the vertices normals are provided by the user
bool mAreVerticesNormalsProvidedByUser;
// -------------------- Methods -------------------- //
/// Compute the vertices normals when they are not provided by the user
void computeVerticesNormals();
public:
// -------------------- Methods -------------------- //
/// Constructor without vertices normals
TriangleVertexArray(uint nbVertices, const void* verticesStart, uint verticesStride,
uint nbTriangles, const void* indexesStart, uint indexesStride,
VertexDataType vertexDataType, IndexDataType indexDataType);
/// Constructor with vertices normals
TriangleVertexArray(uint nbVertices, const void* verticesStart, uint verticesStride,
const void* verticesNormalsStart, uint uverticesNormalsStride,
uint nbTriangles, const void* indexesStart, uint indexesStride,
VertexDataType vertexDataType, NormalDataType normalDataType,
IndexDataType indexDataType);
/// Destructor
~TriangleVertexArray();
/// Deleted assignment operator
TriangleVertexArray& operator=(const TriangleVertexArray& triangleVertexArray) = delete;
/// Deleted copy-constructor
TriangleVertexArray(const TriangleVertexArray& triangleVertexArray) = delete;
/// Return the vertex data type
VertexDataType getVertexDataType() const;
/// Return the vertex normal data type
NormalDataType getVertexNormalDataType() 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)
uint getVerticesStride() const;
/// Return the vertex normals stride (number of bytes)
uint getVerticesNormalsStride() const;
/// Return the indices stride (number of bytes)
uint getIndicesStride() const;
/// Return the pointer to the start of the vertices array
const void* getVerticesStart() const;
/// Return the pointer to the start of the vertex normals array
const void* getVerticesNormalsStart() const;
/// Return the pointer to the start of the indices array
const void* getIndicesStart() const;
/// Return the vertices coordinates of a triangle
void getTriangleVertices(uint triangleIndex, Vector3* outTriangleVertices) const;
/// Return the three vertices normals of a triangle
void getTriangleVerticesNormals(uint triangleIndex, Vector3* outTriangleVerticesNormals) const;
/// Return the indices of the three vertices of a given triangle in the array
void getTriangleVerticesIndices(uint triangleIndex, uint* outVerticesIndices) const;
/// Return a vertex of the array
void getVertex(uint vertexIndex, Vector3* outVertex);
/// Return a vertex normal of the array
void getNormal(uint vertexIndex, Vector3* outNormal);
};
// Return the vertex data type
/**
* @return The data type of the vertices in the array
*/
inline TriangleVertexArray::VertexDataType TriangleVertexArray::getVertexDataType() const {
return mVertexDataType;
}
// Return the vertex normal data type
/**
* @return The data type of the normals in the array
*/
inline TriangleVertexArray::NormalDataType TriangleVertexArray::getVertexNormalDataType() const {
return mVertexNormaldDataType;
}
// Return the index data type
/**
* @return The data type of the face indices in the array
*/
inline TriangleVertexArray::IndexDataType TriangleVertexArray::getIndexDataType() const {
return mIndexDataType;
}
// Return the number of vertices
/**
* @return The number of vertices in the array
*/
inline uint TriangleVertexArray::getNbVertices() const {
return mNbVertices;
}
// Return the number of triangles
/**
* @return The number of triangles in the array
*/
inline uint TriangleVertexArray::getNbTriangles() const {
return mNbTriangles;
}
// Return the vertices stride (number of bytes)
/**
* @return The number of bytes separating two consecutive vertices in the array
*/
inline uint TriangleVertexArray::getVerticesStride() const {
return mVerticesStride;
}
// Return the vertex normals stride (number of bytes)
/**
* @return The number of bytes separating two consecutive normals in the array
*/
inline uint TriangleVertexArray::getVerticesNormalsStride() const {
return mVerticesNormalsStride;
}
// Return the indices stride (number of bytes)
/**
* @return The number of bytes separating two consecutive face indices in the array
*/
inline uint TriangleVertexArray::getIndicesStride() const {
return mIndicesStride;
}
// Return the pointer to the start of the vertices array
/**
* @return A pointer to the start of the vertices data in the array
*/
inline const void* TriangleVertexArray::getVerticesStart() const {
return mVerticesStart;
}
// Return the pointer to the start of the vertex normals array
/**
* @return A pointer to the start of the normals data in the array
*/
inline const void* TriangleVertexArray::getVerticesNormalsStart() const {
return mVerticesNormalsStart;
}
// Return the pointer to the start of the indices array
/**
* @return A pointer to the start of the face indices data in the array
*/
inline const void* TriangleVertexArray::getIndicesStart() const {
return mIndicesStart;
}
}
#endif