📄 collision_trimesh.h
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/************************************************************************* * * * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * * All rights reserved. Email: russ@q12.org Web: www.q12.org * * * * This library is free software; you can redistribute it and/or * * modify it under the terms of EITHER: * * (1) The GNU Lesser General Public License as published by the Free * * Software Foundation; either version 2.1 of the License, or (at * * your option) any later version. The text of the GNU Lesser * * General Public License is included with this library in the * * file LICENSE.TXT. * * (2) The BSD-style license that is included with this library in * * the file LICENSE-BSD.TXT. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * * LICENSE.TXT and LICENSE-BSD.TXT for more details. * * * *************************************************************************//* * TriMesh code by Erwin de Vries. * * Trimesh data. * This is where the actual vertexdata (pointers), and BV tree is stored. * Vertices should be single precision! * This should be more sophisticated, so that the user can easyly implement * another collision library, but this is a lot of work, and also costs some * performance because some data has to be copied. */#ifndef _ODE_COLLISION_TRIMESH_H_#define _ODE_COLLISION_TRIMESH_H_#ifdef __cplusplusextern "C" {#endif/* * Data storage for triangle meshes. */struct dxTriMeshData;typedef struct dxTriMeshData* dTriMeshDataID;/* * These dont make much sense now, but they will later when we add more * features. */dTriMeshDataID dGeomTriMeshDataCreate();void dGeomTriMeshDataDestroy(dTriMeshDataID g);enum { TRIMESH_FACE_NORMALS, TRIMESH_LAST_TRANSFORMATION };void dGeomTriMeshDataSet(dTriMeshDataID g, int data_id, void* data);/* * Build TriMesh data with single pricision used in vertex data . */void dGeomTriMeshDataBuildSingle(dTriMeshDataID g, const void* Vertices, int VertexStride, int VertexCount, const void* Indices, int IndexCount, int TriStride);/* same again with a normals array (used as trimesh-trimesh optimization) */void dGeomTriMeshDataBuildSingle1(dTriMeshDataID g, const void* Vertices, int VertexStride, int VertexCount, const void* Indices, int IndexCount, int TriStride, const void* Normals);/** Build TriMesh data with double pricision used in vertex data .*/void dGeomTriMeshDataBuildDouble(dTriMeshDataID g, const void* Vertices, int VertexStride, int VertexCount, const void* Indices, int IndexCount, int TriStride);/* same again with a normals array (used as trimesh-trimesh optimization) */void dGeomTriMeshDataBuildDouble1(dTriMeshDataID g, const void* Vertices, int VertexStride, int VertexCount, const void* Indices, int IndexCount, int TriStride, const void* Normals);/* * Simple build. Single/double precision based on dSINGLE/dDOUBLE! */void dGeomTriMeshDataBuildSimple(dTriMeshDataID g, const dReal* Vertices, int VertexCount, const int* Indices, int IndexCount);/* same again with a normals array (used as trimesh-trimesh optimization) */void dGeomTriMeshDataBuildSimple1(dTriMeshDataID g, const dReal* Vertices, int VertexCount, const int* Indices, int IndexCount, const int* Normals);/* * Per triangle callback. Allows the user to say if he wants a collision with * a particular triangle. */typedef int dTriCallback(dGeomID TriMesh, dGeomID RefObject, int TriangleIndex);void dGeomTriMeshSetCallback(dGeomID g, dTriCallback* Callback);dTriCallback* dGeomTriMeshGetCallback(dGeomID g);/* * Per object callback. Allows the user to get the list of triangles in 1 * shot. Maybe we should remove this one. */typedef void dTriArrayCallback(dGeomID TriMesh, dGeomID RefObject, const int* TriIndices, int TriCount);void dGeomTriMeshSetArrayCallback(dGeomID g, dTriArrayCallback* ArrayCallback);dTriArrayCallback* dGeomTriMeshGetArrayCallback(dGeomID g);/* * Ray callback. * Allows the user to say if a ray collides with a triangle on barycentric * coords. The user can for example sample a texture with alpha transparency * to determine if a collision should occur. */typedef int dTriRayCallback(dGeomID TriMesh, dGeomID Ray, int TriangleIndex, dReal u, dReal v);void dGeomTriMeshSetRayCallback(dGeomID g, dTriRayCallback* Callback);dTriRayCallback* dGeomTriMeshGetRayCallback(dGeomID g);/* * Trimesh class * Construction. Callbacks are optional. */dGeomID dCreateTriMesh(dSpaceID space, dTriMeshDataID Data, dTriCallback* Callback, dTriArrayCallback* ArrayCallback, dTriRayCallback* RayCallback);void dGeomTriMeshSetData(dGeomID g, dTriMeshDataID Data);// enable/disable/check temporal coherencevoid dGeomTriMeshEnableTC(dGeomID g, int geomClass, int enable);int dGeomTriMeshIsTCEnabled(dGeomID g, int geomClass);/* * Clears the internal temporal coherence caches. When a geom has its * collision checked with a trimesh once, data is stored inside the trimesh. * With large worlds with lots of seperate objects this list could get huge. * We should be able to do this automagically. */void dGeomTriMeshClearTCCache(dGeomID g);/* * returns the TriMeshDataID */dTriMeshDataID dGeomTriMeshGetTriMeshDataID(dGeomID g);/* * Gets a triangle. */void dGeomTriMeshGetTriangle(dGeomID g, int Index, dVector3* v0, dVector3* v1, dVector3* v2);/* * Gets the point on the requested triangle and the given barycentric * coordinates. */void dGeomTriMeshGetPoint(dGeomID g, int Index, dReal u, dReal v, dVector3 Out);/*This is how the strided data works:struct StridedVertex{ dVector3 Vertex; // Userdata};int VertexStride = sizeof(StridedVertex);struct StridedTri{ int Indices[3]; // Userdata};int TriStride = sizeof(StridedTri);*/#ifdef __cplusplus}#endif#endif /* _ODE_COLLISION_TRIMESH_H_ */
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