/* * Java port of Bullet (c) 2008 Martin Dvorak * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * 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. */ package com.bulletphysics.collision.shapes; import com.bulletphysics.linearmath.VectorUtil; import cz.advel.stack.Stack; import javax.vecmath.Vector3f; /** * StridingMeshInterface is the abstract class for high performance access to * triangle meshes. It allows for sharing graphics and collision meshes. Also * it provides locking/unlocking of graphics meshes that are in GPU memory. * * @author jezek2 */ public abstract class StridingMeshInterface { protected final Vector3f scaling = new Vector3f(1f, 1f, 1f); public void internalProcessAllTriangles(InternalTriangleIndexCallback callback, Vector3f aabbMin, Vector3f aabbMax) { int graphicssubparts = getNumSubParts(); Vector3f[] triangle/*[3]*/ = new Vector3f[]{ Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class), Stack.alloc(Vector3f.class) }; Vector3f meshScaling = getScaling(Stack.alloc(Vector3f.class)); for (int part=0; part