| 1 | /* |
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| 2 | Bullet Continuous Collision Detection and Physics Library |
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| 3 | Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
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| 4 | |
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| 5 | This software is provided 'as-is', without any express or implied warranty. |
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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| 7 | Permission is granted to anyone to use this software for any purpose, |
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| 8 | including commercial applications, and to alter it and redistribute it freely, |
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| 9 | subject to the following restrictions: |
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| 10 | |
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| 11 | 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. |
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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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| 13 | 3. This notice may not be removed or altered from any source distribution. |
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| 14 | */ |
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| 15 | |
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| 16 | /// This file was created by Alex Silverman |
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| 17 | |
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| 18 | #include "BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.h" |
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| 19 | #include "BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h" |
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| 20 | //#include "BulletCollision/CollisionShapes/btOptimizedBvh.h" |
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| 21 | |
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| 22 | |
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| 23 | ///Obtains the material for a specific triangle |
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| 24 | const btMaterial * btMultimaterialTriangleMeshShape::getMaterialProperties(int partID, int triIndex) |
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| 25 | { |
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| 26 | const unsigned char * materialBase = 0; |
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| 27 | int numMaterials; |
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| 28 | PHY_ScalarType materialType; |
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| 29 | int materialStride; |
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| 30 | const unsigned char * triangleMaterialBase = 0; |
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| 31 | int numTriangles; |
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| 32 | int triangleMaterialStride; |
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| 33 | PHY_ScalarType triangleType; |
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| 34 | |
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| 35 | ((btTriangleIndexVertexMaterialArray*)m_meshInterface)->getLockedReadOnlyMaterialBase(&materialBase, numMaterials, materialType, materialStride, |
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| 36 | &triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID); |
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| 37 | |
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| 38 | // return the pointer to the place with the friction for the triangle |
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| 39 | // TODO: This depends on whether it's a moving mesh or not |
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| 40 | // BUG IN GIMPACT |
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| 41 | //return (btScalar*)(&materialBase[triangleMaterialBase[(triIndex-1) * triangleMaterialStride] * materialStride]); |
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| 42 | int * matInd = (int *)(&(triangleMaterialBase[(triIndex * triangleMaterialStride)])); |
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| 43 | btMaterial *matVal = (btMaterial *)(&(materialBase[*matInd * materialStride])); |
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| 44 | return (matVal); |
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| 45 | } |
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