1 | /* |
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2 | Bullet Continuous Collision Detection and Physics Library |
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3 | Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org |
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4 | |
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5 | This software is provided 'as-is', without any express or implied warranty. |
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6 | In no event will the authors be held liable for any damages arising from the use of this software. |
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7 | Permission is granted to anyone to use this software for any purpose, |
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8 | including commercial applications, and to alter it and redistribute it freely, |
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9 | subject to the following restrictions: |
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10 | |
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11 | 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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12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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13 | 3. This notice may not be removed or altered from any source distribution. |
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14 | */ |
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15 | |
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16 | #ifndef TRIANGLE_MESH_H |
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17 | #define TRIANGLE_MESH_H |
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18 | |
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19 | #include "btTriangleIndexVertexArray.h" |
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20 | #include "LinearMath/btVector3.h" |
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21 | #include "LinearMath/btAlignedObjectArray.h" |
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22 | |
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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. |
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24 | ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. |
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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. |
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26 | ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. |
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27 | class btTriangleMesh : public btTriangleIndexVertexArray |
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28 | { |
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29 | btAlignedObjectArray<btVector3> m_4componentVertices; |
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30 | btAlignedObjectArray<float> m_3componentVertices; |
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31 | |
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32 | btAlignedObjectArray<unsigned int> m_32bitIndices; |
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33 | btAlignedObjectArray<unsigned short int> m_16bitIndices; |
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34 | bool m_use32bitIndices; |
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35 | bool m_use4componentVertices; |
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36 | |
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37 | |
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38 | public: |
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39 | btScalar m_weldingThreshold; |
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40 | |
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41 | btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); |
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42 | |
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43 | bool getUse32bitIndices() const |
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44 | { |
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45 | return m_use32bitIndices; |
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46 | } |
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47 | |
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48 | bool getUse4componentVertices() const |
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49 | { |
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50 | return m_use4componentVertices; |
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51 | } |
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52 | ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes. |
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53 | ///In general it is better to directly use btTriangleIndexVertexArray instead. |
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54 | void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false); |
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55 | |
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56 | int getNumTriangles() const; |
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57 | |
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58 | virtual void preallocateVertices(int numverts){(void) numverts;} |
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59 | virtual void preallocateIndices(int numindices){(void) numindices;} |
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60 | |
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61 | ///findOrAddVertex is an internal method, use addTriangle instead |
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62 | int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); |
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63 | ///addIndex is an internal method, use addTriangle instead |
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64 | void addIndex(int index); |
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65 | |
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66 | }; |
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67 | |
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68 | #endif //TRIANGLE_MESH_H |
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69 | |
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