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source: code/archive/ggz2/src/external/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h

Last change on this file was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16
17#ifndef TRIANGLE_MESH_H
18#define TRIANGLE_MESH_H
19
20#include "btTriangleIndexVertexArray.h"
21#include "LinearMath/btVector3.h"
22#include "LinearMath/btAlignedObjectArray.h"
23
24///The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray, that provides storage for a concave triangle mesh. It can be used as data for the btBvhTriangleMeshShape.
25///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
26///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface.
27///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
28class btTriangleMesh : public btTriangleIndexVertexArray
29{
30        btAlignedObjectArray<btVector3> m_4componentVertices;
31        btAlignedObjectArray<float>             m_3componentVertices;
32
33        btAlignedObjectArray<unsigned int>              m_32bitIndices;
34        btAlignedObjectArray<unsigned short int>                m_16bitIndices;
35        bool    m_use32bitIndices;
36        bool    m_use4componentVertices;
37       
38
39        public:
40                btScalar        m_weldingThreshold;
41
42                btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
43
44                int             findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
45                void    addIndex(int index);
46
47                bool    getUse32bitIndices() const
48                {
49                        return m_use32bitIndices;
50                }
51
52                bool    getUse4componentVertices() const
53                {
54                        return m_use4componentVertices;
55                }
56                ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
57                ///In general it is better to directly use btTriangleIndexVertexArray instead.
58                void    addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
59               
60                int getNumTriangles() const;
61
62                virtual void    preallocateVertices(int numverts){(void) numverts;}
63                virtual void    preallocateIndices(int numindices){(void) numindices;}
64
65               
66};
67
68#endif //TRIANGLE_MESH_H
69
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