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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 50.1K   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.
*/

///This file was created by Alex Silverman

#include "btTriangleIndexVertexMaterialArray.h"

btTriangleIndexVertexMaterialArray::btTriangleIndexVertexMaterialArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,
                                   int numVertices,btScalar* vertexBase,int vertexStride,
                                   int numMaterials, unsigned char* materialBase, int materialStride,
                                   int* triangleMaterialsBase, int materialIndexStride) :
btTriangleIndexVertexArray(numTriangles, triangleIndexBase, triangleIndexStride, numVertices, vertexBase, vertexStride)
{
    btMaterialProperties mat;

    mat.m_numMaterials = numMaterials;
    mat.m_materialBase = materialBase;
    mat.m_materialStride = materialStride;
#ifdef BT_USE_DOUBLE_PRECISION
    mat.m_materialType = PHY_DOUBLE;
#else
    mat.m_materialType = PHY_FLOAT;
#endif

    mat.m_numTriangles = numTriangles;
    mat.m_triangleMaterialsBase = (unsigned char *)triangleMaterialsBase;
    mat.m_triangleMaterialStride = materialIndexStride;
    mat.m_triangleType = PHY_INTEGER;

    addMaterialProperties(mat);
}


void btTriangleIndexVertexMaterialArray::getLockedMaterialBase(unsigned char **materialBase, int& numMaterials, PHY_ScalarType& materialType, int& materialStride,
                                   unsigned char ** triangleMaterialBase, int& numTriangles, int& triangleMaterialStride, PHY_ScalarType& triangleType, int subpart)
{
    btAssert(subpart< getNumSubParts() );

    btMaterialProperties& mats = m_materials[subpart];

    numMaterials = mats.m_numMaterials;
    (*materialBase) = (unsigned char *) mats.m_materialBase;
#ifdef BT_USE_DOUBLE_PRECISION
    materialType = PHY_DOUBLE;
#else
    materialType = PHY_FLOAT;
#endif
    materialStride = mats.m_materialStride;

    numTriangles = mats.m_numTriangles;
    (*triangleMaterialBase) = (unsigned char *)mats.m_triangleMaterialsBase;
    triangleMaterialStride = mats.m_triangleMaterialStride;
    triangleType = mats.m_triangleType;
}

void btTriangleIndexVertexMaterialArray::getLockedReadOnlyMaterialBase(const unsigned char **materialBase, int& numMaterials, PHY_ScalarType& materialType, int& materialStride,
                                           const unsigned char ** triangleMaterialBase, int& numTriangles, int& triangleMaterialStride, PHY_ScalarType& triangleType, int subpart)
{
    btMaterialProperties& mats = m_materials[subpart];

    numMaterials = mats.m_numMaterials;
    (*materialBase) = (const unsigned char *) mats.m_materialBase;
#ifdef BT_USE_DOUBLE_PRECISION
    materialType = PHY_DOUBLE;
#else
    materialType = PHY_FLOAT;
#endif
    materialStride = mats.m_materialStride;

    numTriangles = mats.m_numTriangles;
    (*triangleMaterialBase) = (const unsigned char *)mats.m_triangleMaterialsBase;
    triangleMaterialStride = mats.m_triangleMaterialStride;
    triangleType = mats.m_triangleType;
}

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License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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