504 lines
15 KiB
C++
504 lines
15 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file bulletTriangleMesh.cxx
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* @author enn0x
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* @date 2010-02-09
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*/
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#include "bulletTriangleMesh.h"
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#include "pvector.h"
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#include "geomVertexData.h"
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#include "geomVertexReader.h"
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using std::endl;
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TypeHandle BulletTriangleMesh::_type_handle;
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/**
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*
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*/
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BulletTriangleMesh::
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BulletTriangleMesh()
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: _welding_distance(0) {
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btIndexedMesh mesh;
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mesh.m_numTriangles = 0;
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mesh.m_numVertices = 0;
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mesh.m_indexType = PHY_INTEGER;
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mesh.m_triangleIndexBase = nullptr;
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mesh.m_triangleIndexStride = 3 * sizeof(int);
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mesh.m_vertexBase = nullptr;
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mesh.m_vertexStride = sizeof(btVector3);
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_mesh.addIndexedMesh(mesh);
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}
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/**
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* Returns the number of vertices in this triangle mesh.
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*/
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size_t BulletTriangleMesh::
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get_num_vertices() const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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return _vertices.size();
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}
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/**
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* Returns the vertex at the given vertex index.
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*/
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LPoint3 BulletTriangleMesh::
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get_vertex(size_t index) const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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nassertr(index < (size_t)_vertices.size(), LPoint3::zero());
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const btVector3 &vertex = _vertices[index];
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return LPoint3(vertex[0], vertex[1], vertex[2]);
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}
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/**
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* Returns the vertex indices making up the given triangle index.
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*/
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LVecBase3i BulletTriangleMesh::
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get_triangle(size_t index) const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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index *= 3;
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nassertr(index + 2 < (size_t)_indices.size(), LVecBase3i::zero());
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return LVecBase3i(_indices[index], _indices[index + 1], _indices[index + 2]);
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}
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/**
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* Returns the number of triangles in this triangle mesh.
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* Assumes the lock(bullet global lock) is held by the caller
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*/
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size_t BulletTriangleMesh::
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do_get_num_triangles() const {
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return _indices.size() / 3;
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}
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/**
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* Returns the number of triangles in this triangle mesh.
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*/
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size_t BulletTriangleMesh::
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get_num_triangles() const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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return do_get_num_triangles();
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}
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/**
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* Used to reserve memory in anticipation of the given amount of vertices and
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* indices being added to the triangle mesh. This is useful if you are about
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* to call add_triangle() many times, to prevent unnecessary reallocations.
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*/
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void BulletTriangleMesh::
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preallocate(int num_verts, int num_indices) {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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_vertices.reserve(num_verts);
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_indices.reserve(num_indices);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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* Adds a triangle with the indicated coordinates.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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* Assumes the lock(bullet global lock) is held by the caller
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*/
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void BulletTriangleMesh::
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do_add_triangle(const LPoint3 &p0, const LPoint3 &p1, const LPoint3 &p2, bool remove_duplicate_vertices) {
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nassertv(!p0.is_nan());
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nassertv(!p1.is_nan());
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nassertv(!p2.is_nan());
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numTriangles++;
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if (!remove_duplicate_vertices) {
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unsigned int index = _vertices.size();
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_indices.push_back(index++);
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_indices.push_back(index++);
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_indices.push_back(index++);
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_vertices.push_back(LVecBase3_to_btVector3(p0));
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_vertices.push_back(LVecBase3_to_btVector3(p1));
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_vertices.push_back(LVecBase3_to_btVector3(p2));
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mesh.m_numVertices += 3;
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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} else {
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_indices.push_back(find_or_add_vertex(p0));
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_indices.push_back(find_or_add_vertex(p1));
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_indices.push_back(find_or_add_vertex(p2));
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}
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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* Adds a triangle with the indicated coordinates.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_triangle(const LPoint3 &p0, const LPoint3 &p1, const LPoint3 &p2, bool remove_duplicate_vertices) {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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do_add_triangle(p0, p1, p2, remove_duplicate_vertices);
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}
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/**
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* Sets the square of the distance at which vertices will be merged
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* together when adding geometry with remove_duplicate_vertices set to true.
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*
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* The default is 0, meaning vertices will only be merged if they have the
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* exact same position.
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*/
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void BulletTriangleMesh::
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set_welding_distance(PN_stdfloat distance) {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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_welding_distance = distance;
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}
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/**
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* Returns the value previously set with set_welding_distance(), or the
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* value of 0 if none was set.
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*/
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PN_stdfloat BulletTriangleMesh::
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get_welding_distance() const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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return _welding_distance;
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}
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/**
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* Adds the geometry from the indicated Geom from the triangle mesh. This is
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* a one-time copy operation, and future updates to the Geom will not be
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* reflected.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_geom(const Geom *geom, bool remove_duplicate_vertices, const TransformState *ts) {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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nassertv(geom);
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nassertv(ts);
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CPT(GeomVertexData) vdata = geom->get_vertex_data();
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size_t num_vertices = vdata->get_num_rows();
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GeomVertexReader reader = GeomVertexReader(vdata, InternalName::get_vertex());
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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if (!remove_duplicate_vertices) {
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// Fast path: directly copy the vertices and indices.
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mesh.m_numVertices += num_vertices;
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unsigned int index_offset = _vertices.size();
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_vertices.reserve(_vertices.size() + num_vertices);
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if (ts->is_identity()) {
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while (!reader.is_at_end()) {
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_vertices.push_back(LVecBase3_to_btVector3(reader.get_data3()));
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}
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} else {
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LMatrix4 m = ts->get_mat();
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while (!reader.is_at_end()) {
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_vertices.push_back(LVecBase3_to_btVector3(m.xform_point(reader.get_data3())));
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}
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}
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for (size_t k = 0; k < geom->get_num_primitives(); ++k) {
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CPT(GeomPrimitive) prim = geom->get_primitive(k);
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prim = prim->decompose();
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if (prim->is_of_type(GeomTriangles::get_class_type())) {
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int num_vertices = prim->get_num_vertices();
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_indices.reserve(_indices.size() + num_vertices);
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mesh.m_numTriangles += num_vertices / 3;
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CPT(GeomVertexArrayData) vertices = prim->get_vertices();
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if (vertices != nullptr) {
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GeomVertexReader index(std::move(vertices), 0);
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while (!index.is_at_end()) {
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_indices.push_back(index_offset + index.get_data1i());
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}
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} else {
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int index = index_offset + prim->get_first_vertex();
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int end_index = index + num_vertices;
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while (index < end_index) {
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_indices.push_back(index++);
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}
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}
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}
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}
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nassertv(mesh.m_numTriangles * 3 == _indices.size());
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} else {
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// Collect points
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pvector<LPoint3> points;
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points.reserve(_vertices.size() + num_vertices);
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if (ts->is_identity()) {
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while (!reader.is_at_end()) {
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points.push_back(reader.get_data3());
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}
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} else {
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LMatrix4 m = ts->get_mat();
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while (!reader.is_at_end()) {
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points.push_back(m.xform_point(reader.get_data3()));
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}
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}
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// Add triangles
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for (size_t k = 0; k < geom->get_num_primitives(); ++k) {
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CPT(GeomPrimitive) prim = geom->get_primitive(k);
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prim = prim->decompose();
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if (prim->is_of_type(GeomTriangles::get_class_type())) {
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int num_vertices = prim->get_num_vertices();
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_indices.reserve(_indices.size() + num_vertices);
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mesh.m_numTriangles += num_vertices / 3;
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CPT(GeomVertexArrayData) vertices = prim->get_vertices();
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if (vertices != nullptr) {
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GeomVertexReader index(std::move(vertices), 0);
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while (!index.is_at_end()) {
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_indices.push_back(find_or_add_vertex(points[index.get_data1i()]));
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}
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} else {
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int index = prim->get_first_vertex();
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int end_index = index + num_vertices;
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while (index < end_index) {
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_indices.push_back(find_or_add_vertex(points[index]));
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}
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}
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}
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}
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nassertv(mesh.m_numTriangles * 3 == _indices.size());
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}
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// Reset the pointers, since the vectors may have been reallocated.
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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* Adds triangle information from an array of points and indices referring to
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* these points. This is more efficient than adding triangles one at a time.
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*
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* If remove_duplicate_vertices is true, it will make sure that it does not
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* add duplicate vertices if they already exist in the triangle mesh, within
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* the tolerance specified by set_welding_distance(). This comes at a
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* significant performance cost, especially for large meshes.
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*/
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void BulletTriangleMesh::
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add_array(const PTA_LVecBase3 &points, const PTA_int &indices, bool remove_duplicate_vertices) {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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_indices.reserve(_indices.size() + indices.size());
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if (!remove_duplicate_vertices) {
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unsigned int index_offset = _vertices.size();
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for (size_t i = 0; i < indices.size(); ++i) {
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_indices.push_back(index_offset + indices[i]);
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}
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_vertices.reserve(_vertices.size() + points.size());
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for (size_t i = 0; i < points.size(); ++i) {
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_vertices.push_back(LVecBase3_to_btVector3(points[i]));
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}
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mesh.m_numVertices += points.size();
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} else {
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// Add the points one by one.
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_indices.reserve(_indices.size() + indices.size());
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for (size_t i = 0; i < indices.size(); ++i) {
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LVecBase3 p = points[indices[i]];
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_indices.push_back(find_or_add_vertex(p));
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}
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}
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mesh.m_numTriangles += indices.size() / 3;
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// Reset the pointers, since the vectors may have been reallocated.
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
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}
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/**
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*
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*/
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void BulletTriangleMesh::
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output(std::ostream &out) const {
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LightMutexHolder holder(BulletWorld::get_global_lock());
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out << get_type() << ", " << _indices.size() / 3 << " triangles";
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}
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/**
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*
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*/
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void BulletTriangleMesh::
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write(std::ostream &out, int indent_level) const {
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indent(out, indent_level) << get_type() << ":" << endl;
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const IndexedMeshArray &array = _mesh.getIndexedMeshArray();
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for (int i = 0; i < array.size(); ++i) {
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indent(out, indent_level + 2) << "IndexedMesh " << i << ":" << endl;
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const btIndexedMesh &mesh = array[0];
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indent(out, indent_level + 4) << "num triangles:" << mesh.m_numTriangles << endl;
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indent(out, indent_level + 4) << "num vertices:" << mesh.m_numVertices << endl;
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}
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}
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/**
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* Finds the indicated vertex and returns its index. If it was not found,
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* adds it as a new vertex and returns its index.
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*/
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unsigned int BulletTriangleMesh::
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find_or_add_vertex(const LVecBase3 &p) {
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btVector3 vertex = LVecBase3_to_btVector3(p);
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for (int i = 0; i < _vertices.size(); ++i) {
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if ((_vertices[i] - vertex).length2() <= _welding_distance) {
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return i;
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}
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}
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_vertices.push_back(vertex);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numVertices++;
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mesh.m_vertexBase = (unsigned char*)&_vertices[0];
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return _vertices.size() - 1;
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}
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/**
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* Tells the BamReader how to create objects of type BulletTriangleMesh.
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*/
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void BulletTriangleMesh::
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register_with_read_factory() {
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BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
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}
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/**
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* Writes the contents of this object to the datagram for shipping out to a
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* Bam file.
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*/
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void BulletTriangleMesh::
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write_datagram(BamWriter *manager, Datagram &dg) {
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dg.add_stdfloat(get_welding_distance());
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// In case we ever want to represent more than 1 indexed mesh.
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dg.add_int32(1);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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dg.add_int32(mesh.m_numVertices);
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dg.add_int32(mesh.m_numTriangles);
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// In case we want to use this to distinguish 16-bit vs 32-bit indices.
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dg.add_bool(true);
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// Add the vertices.
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const unsigned char *vptr = mesh.m_vertexBase;
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nassertv(vptr != nullptr || mesh.m_numVertices == 0);
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for (int i = 0; i < mesh.m_numVertices; ++i) {
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const btVector3 &vertex = *((btVector3 *)vptr);
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dg.add_stdfloat(vertex.getX());
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dg.add_stdfloat(vertex.getY());
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dg.add_stdfloat(vertex.getZ());
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vptr += mesh.m_vertexStride;
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}
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// Now add the triangle indices.
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const unsigned char *iptr = mesh.m_triangleIndexBase;
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nassertv(iptr != nullptr || mesh.m_numTriangles == 0);
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for (int i = 0; i < mesh.m_numTriangles; ++i) {
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int *triangle = (int *)iptr;
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dg.add_int32(triangle[0]);
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dg.add_int32(triangle[1]);
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dg.add_int32(triangle[2]);
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iptr += mesh.m_triangleIndexStride;
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}
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}
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/**
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* This function is called by the BamReader's factory when a new object of
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* type BulletShape is encountered in the Bam file. It should create the
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* BulletShape and extract its information from the file.
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*/
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TypedWritable *BulletTriangleMesh::
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make_from_bam(const FactoryParams ¶ms) {
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BulletTriangleMesh *param = new BulletTriangleMesh;
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DatagramIterator scan;
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BamReader *manager;
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parse_params(params, scan, manager);
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param->fillin(scan, manager);
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return param;
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}
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/**
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* This internal function is called by make_from_bam to read in all of the
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* relevant data from the BamFile for the new BulletTriangleMesh.
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*/
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void BulletTriangleMesh::
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fillin(DatagramIterator &scan, BamReader *manager) {
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set_welding_distance(scan.get_stdfloat());
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nassertv(scan.get_int32() == 1);
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int num_vertices = scan.get_int32();
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int num_triangles = scan.get_int32();
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nassertv(scan.get_bool() == true);
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btIndexedMesh &mesh = _mesh.getIndexedMeshArray()[0];
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mesh.m_numVertices = num_vertices;
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mesh.m_numTriangles = num_triangles;
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// Read and add the vertices.
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_vertices.clear();
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_vertices.reserve(num_vertices);
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for (int i = 0; i < num_vertices; ++i) {
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PN_stdfloat x = scan.get_stdfloat();
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PN_stdfloat y = scan.get_stdfloat();
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PN_stdfloat z = scan.get_stdfloat();
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_vertices.push_back(btVector3(x, y, z));
|
|
}
|
|
|
|
// Now read and add the indices.
|
|
size_t num_indices = (size_t)num_triangles * 3;
|
|
_indices.resize(num_indices);
|
|
scan.extract_bytes((unsigned char *)&_indices[0], num_indices * sizeof(int));
|
|
|
|
// Reset the pointers, since the vectors may have been reallocated.
|
|
mesh.m_vertexBase = (unsigned char*)&_vertices[0];
|
|
mesh.m_triangleIndexBase = (unsigned char *)&_indices[0];
|
|
}
|