46 lines
2.3 KiB
C++
46 lines
2.3 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/// This file was created by Alex Silverman
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#include "BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.h"
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h"
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//#include "BulletCollision/CollisionShapes/btOptimizedBvh.h"
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///Obtains the material for a specific triangle
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const btMaterial * btMultimaterialTriangleMeshShape::getMaterialProperties(int partID, int triIndex)
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{
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const unsigned char * materialBase = 0;
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int numMaterials;
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PHY_ScalarType materialType;
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int materialStride;
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const unsigned char * triangleMaterialBase = 0;
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int numTriangles;
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int triangleMaterialStride;
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PHY_ScalarType triangleType;
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((btTriangleIndexVertexMaterialArray*)m_meshInterface)->getLockedReadOnlyMaterialBase(&materialBase, numMaterials, materialType, materialStride,
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&triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID);
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// return the pointer to the place with the friction for the triangle
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// TODO: This depends on whether it's a moving mesh or not
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// BUG IN GIMPACT
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//return (btScalar*)(&materialBase[triangleMaterialBase[(triIndex-1) * triangleMaterialStride] * materialStride]);
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int * matInd = (int *)(&(triangleMaterialBase[(triIndex * triangleMaterialStride)]));
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btMaterial *matVal = (btMaterial *)(&(materialBase[*matInd * materialStride]));
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return (matVal);
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}
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