diff --git a/include/bounce/bounce.h b/include/bounce/bounce.h index d47734c..ea128ba 100644 --- a/include/bounce/bounce.h +++ b/include/bounce/bounce.h @@ -37,6 +37,7 @@ #include #include #include +#include #include #include diff --git a/include/bounce/collision/shapes/grid_mesh.h b/include/bounce/collision/shapes/grid_mesh.h new file mode 100644 index 0000000..2dff629 --- /dev/null +++ b/include/bounce/collision/shapes/grid_mesh.h @@ -0,0 +1,92 @@ +/* +* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net +* +* 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. +*/ + +#ifndef B3_GRID_MESH_H +#define B3_GRID_MESH_H + +#include + +template +struct b3GridMesh : public b3Mesh +{ + b3Vec3 gridVertices[ (H + 1) * (W + 1) ]; + b3Triangle gridTriangles[2 * H * W]; + + // Set this grid to a W (width) per H (height) dimensioned grid centered at the origin and aligned + // with the world x-z axes. + b3GridMesh() + { + u32 h = H + 1; + u32 w = W + 1; + + b3Vec3 t; + t.x = -0.5f * float32(w) + 0.5f; + t.y = 0.0f; + t.z = -0.5f * float32(h) + 0.5f; + + for (u32 i = 0; i < h; ++i) + { + for (u32 j = 0; j < w; ++j) + { + u32 v1 = i * w + j; + + b3Vec3 v; + v.x = float32(j); + v.y = 0.0f; + v.z = float32(i); + + v += t; + + gridVertices[v1] = v; + } + } + + u32 triangleIndex = 0; + for (u32 i = 0; i < h - 1; ++i) + { + for (u32 j = 0; j < w - 1; ++j) + { + u32 v1 = i * w + j; + u32 v2 = (i + 1) * w + j; + u32 v3 = (i + 1) * w + (j + 1); + u32 v4 = i * w + (j + 1); + + b3Triangle* t1 = gridTriangles + triangleIndex; + ++triangleIndex; + + t1->v1 = v3; + t1->v2 = v2; + t1->v3 = v1; + + b3Triangle* t2 = gridTriangles + triangleIndex; + ++triangleIndex; + + t2->v1 = v1; + t2->v2 = v4; + t2->v3 = v3; + } + } + + vertices = gridVertices; + vertexCount = (H + 1) * (W + 1); + triangles = gridTriangles; + triangleCount = 2 * H * W; + } +}; + +#endif \ No newline at end of file