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source: code/branches/mac_osx2/src/external/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h @ 10257

Last change on this file since 10257 was 8351, checked in by rgrieder, 14 years ago

Merged kicklib2 branch back to trunk (includes former branches ois_update, mac_osx and kicklib).

Notes for updating

Linux:
You don't need an extra package for CEGUILua and Tolua, it's already shipped with CEGUI.
However you do need to make sure that the OgreRenderer is installed too with CEGUI 0.7 (may be a separate package).
Also, Orxonox now recognises if you install the CgProgramManager (a separate package available on newer Ubuntu on Debian systems).

Windows:
Download the new dependency packages versioned 6.0 and use these. If you have problems with that or if you don't like the in game console problem mentioned below, you can download the new 4.3 version of the packages (only available for Visual Studio 2005/2008).

Key new features:

  • *Support for Mac OS X*
  • Visual Studio 2010 support
  • Bullet library update to 2.77
  • OIS library update to 1.3
  • Support for CEGUI 0.7 —> Support for Arch Linux and even SuSE
  • Improved install target
  • Compiles now with GCC 4.6
  • Ogre Cg Shader plugin activated for Linux if available
  • And of course lots of bug fixes

There are also some regressions:

  • No support for CEGUI 0.5, Ogre 1.4 and boost 1.35 - 1.39 any more
  • In game console is not working in main menu for CEGUI 0.7
  • Tolua (just the C lib, not the application) and CEGUILua libraries are no longer in our repository. —> You will need to get these as well when compiling Orxonox
  • And of course lots of new bugs we don't yet know about
  • Property svn:eol-style set to native
File size: 3.0 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
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#ifndef TRIANGLE_MESH_H
17#define TRIANGLE_MESH_H
18
19#include "btTriangleIndexVertexArray.h"
20#include "LinearMath/btVector3.h"
21#include "LinearMath/btAlignedObjectArray.h"
22
23///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.
24///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
25///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.
26///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
27class btTriangleMesh : public btTriangleIndexVertexArray
28{
29        btAlignedObjectArray<btVector3> m_4componentVertices;
30        btAlignedObjectArray<float>             m_3componentVertices;
31
32        btAlignedObjectArray<unsigned int>              m_32bitIndices;
33        btAlignedObjectArray<unsigned short int>                m_16bitIndices;
34        bool    m_use32bitIndices;
35        bool    m_use4componentVertices;
36       
37
38        public:
39                btScalar        m_weldingThreshold;
40
41                btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
42
43                bool    getUse32bitIndices() const
44                {
45                        return m_use32bitIndices;
46                }
47
48                bool    getUse4componentVertices() const
49                {
50                        return m_use4componentVertices;
51                }
52                ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
53                ///In general it is better to directly use btTriangleIndexVertexArray instead.
54                void    addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
55               
56                int getNumTriangles() const;
57
58                virtual void    preallocateVertices(int numverts){(void) numverts;}
59                virtual void    preallocateIndices(int numindices){(void) numindices;}
60
61                ///findOrAddVertex is an internal method, use addTriangle instead
62                int             findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
63                ///addIndex is an internal method, use addTriangle instead
64                void    addIndex(int index);
65               
66};
67
68#endif //TRIANGLE_MESH_H
69
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