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One-Touch Casual 3D Game Based on OpenGL ES 2.0 3D Engine with Lua, Bullet, and Vorbis Support

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8 Nov 2012CPOL5 min read 50K   3.3K   18  
Android-x86 native game-engine - without JNI
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org

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 BT_STRIDING_MESHINTERFACE_H
#define BT_STRIDING_MESHINTERFACE_H

#include "btVector3.h"
#include "btTriangleCallback.h"
#include "btConcaveShape.h"





///	The btStridingMeshInterface is the interface class for high performance generic access to triangle meshes, used in combination with btBvhTriangleMeshShape and some other collision shapes.
/// Using index striding of 3*sizeof(integer) it can use triangle arrays, using index striding of 1*sizeof(integer) it can handle triangle strips.
/// It allows for sharing graphics and collision meshes. Also it provides locking/unlocking of graphics meshes that are in gpu memory.
class  btStridingMeshInterface
{
	protected:
	
		btVector3 m_scaling;

	public:
		btStridingMeshInterface() :m_scaling(btScalar(1.),btScalar(1.),btScalar(1.))
		{

		}

		virtual ~btStridingMeshInterface();



		virtual void	InternalProcessAllTriangles(btInternalTriangleIndexCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;

		///brute force method to calculate aabb
		void	calculateAabbBruteForce(btVector3& aabbMin,btVector3& 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	
		virtual void	getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0)=0;
		
		virtual void	getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const=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
		virtual void	unLockVertexBase(int subpart)=0;

		virtual void	unLockReadOnlyVertexBase(int subpart) const=0;


		/// getNumSubParts returns the number of seperate subparts
		/// each subpart has a continuous array of vertices and indices
		virtual int		getNumSubParts() const=0;

		virtual void	preallocateVertices(int numverts)=0;
		virtual void	preallocateIndices(int numindices)=0;

		virtual bool	hasPremadeAabb() const { return false; }
		virtual void	setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const
                {
                        (void) aabbMin;
                        (void) aabbMax;
                }
		virtual void	getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const
        {
            (void) aabbMin;
            (void) aabbMax;
        }

		const btVector3&	getScaling() const {
			return m_scaling;
		}
		void	setScaling(const btVector3& scaling)
		{
			m_scaling = scaling;
		}

		virtual	int	calculateSerializeBufferSize() const;

		///fills the dataBuffer and returns the struct name (and 0 on failure)
		virtual	const char*	serialize(void* dataBuffer, btSerializer* serializer) const;


};

struct	btIntIndexData
{
	int	m_value;
};

struct	btShortIntIndexData
{
	short m_value;
	char m_pad[2];
};

struct	btShortIntIndexTripletData
{
	short	m_values[3];
	char	m_pad[2];
};

struct	btCharIndexTripletData
{
	unsigned char m_values[3];
	char	m_pad;
};


///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct	btMeshPartData
{
	btVector3FloatData			*m_vertices3f;
	btVector3DoubleData			*m_vertices3d;

	btIntIndexData				*m_indices32;
	btShortIntIndexTripletData	*m_3indices16;
	btCharIndexTripletData		*m_3indices8;

	btShortIntIndexData			*m_indices16;//backwards compatibility

	int                     m_numTriangles;//length of m_indices = m_numTriangles
	int                     m_numVertices;
};


///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct	btStridingMeshInterfaceData
{
	btMeshPartData	*m_meshPartsPtr;
	btVector3FloatData	m_scaling;
	int	m_numMeshParts;
	char m_padding[4];
};




SIMD_FORCE_INLINE	int	btStridingMeshInterface::calculateSerializeBufferSize() const
{
	return sizeof(btStridingMeshInterfaceData);
}



#endif //BT_STRIDING_MESHINTERFACE_H

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