reactphysics3d/src/collision/TriangleVertexArray.h
2016-04-11 20:15:20 +02:00

161 lines
5.9 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 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
* remains 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