From 373dc625f82b47096893add42c4472e4a57ab7eb Mon Sep 17 00:00:00 2001 From: Aki Date: Wed, 9 Feb 2022 22:23:03 +0100 Subject: Moved third-party libraries to a separate subdirectory --- Opcode/OPC_MeshInterface.cpp | 299 ------------------------------------------- 1 file changed, 299 deletions(-) delete mode 100644 Opcode/OPC_MeshInterface.cpp (limited to 'Opcode/OPC_MeshInterface.cpp') diff --git a/Opcode/OPC_MeshInterface.cpp b/Opcode/OPC_MeshInterface.cpp deleted file mode 100644 index 6bf0b97..0000000 --- a/Opcode/OPC_MeshInterface.cpp +++ /dev/null @@ -1,299 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/* - * OPCODE - Optimized Collision Detection - * Copyright (C) 2001 Pierre Terdiman - * Homepage: http://www.codercorner.com/Opcode.htm - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains a mesh interface. - * \file OPC_MeshInterface.cpp - * \author Pierre Terdiman - * \date November, 27, 2002 - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * This structure holds 3 vertex-pointers. It's mainly used by collision callbacks so that the app doesn't have - * to return 3 vertices to OPCODE (36 bytes) but only 3 pointers (12 bytes). It seems better but I never profiled - * the alternative. - * - * \class VertexPointers - * \author Pierre Terdiman - * \version 1.3 - * \date March, 20, 2001 -*/ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * This class is an interface between us and user-defined meshes. Meshes can be defined in a lot of ways, and here we - * try to support most of them. - * - * Basically you have two options: - * - callbacks, if OPC_USE_CALLBACKS is defined in OPC_Settings.h. - * - else pointers. - * - * If using pointers, you can also use strides or not. Strides are used when OPC_USE_STRIDE is defined. - * - * - * CALLBACKS: - * - * Using callbacks is the most generic way to feed OPCODE with your meshes. Indeed, you just have to give - * access to three vertices at the end of the day. It's up to you to fetch them from your database, using - * whatever method you want. Hence your meshes can lie in system memory or AGP, be indexed or not, use 16 - * or 32-bits indices, you can decompress them on-the-fly if needed, etc. On the other hand, a callback is - * called each time OPCODE needs access to a particular triangle, so there might be a slight overhead. - * - * To make things clear: geometry & topology are NOT stored in the collision system, - * in order to save some ram. So, when the system needs them to perform accurate intersection - * tests, you're requested to provide the triangle-vertices corresponding to a given face index. - * - * Ex: - * - * \code - * static void ColCallback(udword triangle_index, VertexPointers& triangle, udword user_data) - * { - * // Get back Mesh0 or Mesh1 (you also can use 2 different callbacks) - * Mesh* MyMesh = (Mesh*)user_data; - * // Get correct triangle in the app-controlled database - * const Triangle* Tri = MyMesh->GetTriangle(triangle_index); - * // Setup pointers to vertices for the collision system - * triangle.Vertex[0] = MyMesh->GetVertex(Tri->mVRef[0]); - * triangle.Vertex[1] = MyMesh->GetVertex(Tri->mVRef[1]); - * triangle.Vertex[2] = MyMesh->GetVertex(Tri->mVRef[2]); - * } - * - * // Setup callbacks - * MeshInterface0->SetCallback(ColCallback, udword(Mesh0)); - * MeshInterface1->SetCallback(ColCallback, udword(Mesh1)); - * \endcode - * - * Of course, you should make this callback as fast as possible. And you're also not supposed - * to modify the geometry *after* the collision trees have been built. The alternative was to - * store the geometry & topology in the collision system as well (as in RAPID) but we have found - * this approach to waste a lot of ram in many cases. - * - * - * POINTERS: - * - * If you're internally using the following canonical structures: - * - a vertex made of three 32-bits floating IcePoint values - * - a triangle made of three 32-bits integer vertex references - * ...then you may want to use pointers instead of callbacks. This is the same, except OPCODE will directly - * use provided pointers to access the topology and geometry, without using a callback. It might be faster, - * but probably not as safe. Pointers have been introduced in OPCODE 1.2. - * - * Ex: - * - * \code - * // Setup pointers - * MeshInterface0->SetPointers(Mesh0->GetFaces(), Mesh0->GetVerts()); - * MeshInterface1->SetPointers(Mesh1->GetFaces(), Mesh1->GetVerts()); - * \endcode - * - * - * STRIDES: - * - * If your vertices are D3D-like entities interleaving a position, a normal and/or texture coordinates - * (i.e. if your vertices are FVFs), you might want to use a vertex stride to skip extra data OPCODE - * doesn't need. Using a stride shouldn't be notably slower than not using it, but it might increase - * cache misses. Please also note that you *shouldn't* read from AGP or video-memory buffers ! - * - * - * In any case, compilation flags are here to select callbacks/pointers/strides at compile time, so - * choose what's best for your application. All of this has been wrapped into this MeshInterface. - * - * \class MeshInterface - * \author Pierre Terdiman - * \version 1.3 - * \date November, 27, 2002 -*/ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Precompiled Header -#include "StdAfx.h" - -using namespace Opcode; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Constructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -MeshInterface::MeshInterface() : -#ifdef OPC_USE_CALLBACKS - mUserData (null), - mObjCallback (null), -#else - mTris (null), - mVerts (null), - #ifdef OPC_USE_STRIDE - mTriStride (sizeof(IndexedTriangle)), - mVertexStride (sizeof(IcePoint)), - #endif -#endif - mNbTris (0), - mNbVerts (0) -{ -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Destructor. - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -MeshInterface::~MeshInterface() -{ -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Checks the mesh interface is valid, i.e. things have been setup correctly. - * \return true if valid - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -bool MeshInterface::IsValid() const -{ - if(!mNbTris || !mNbVerts) return false; -#ifdef OPC_USE_CALLBACKS - if(!mObjCallback) return false; -#else - if(!mTris || !mVerts) return false; -#endif - return true; -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Checks the mesh itself is valid. - * Currently we only look for degenerate faces. - * \return number of degenerate faces - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -udword MeshInterface::CheckTopology() const -{ - // Check topology. If the model contains degenerate faces, collision report can be wrong in some cases. - // e.g. it happens with the standard MAX teapot. So clean your meshes first... If you don't have a mesh cleaner - // you can try this: www.codercorner.com/Consolidation.zip - - udword NbDegenerate = 0; - - VertexPointers VP; - - // Using callbacks, we don't have access to vertex indices. Nevertheless we still can check for - // redundant vertex pointers, which cover all possibilities (callbacks/pointers/strides). - for(udword i=0;i