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Ignore:
Timestamp:
Dec 13, 2008, 11:45:51 PM (16 years ago)
Author:
rgrieder
Message:

Updated to Bullet 2.73 (first part).

File:
1 edited

Legend:

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  • code/branches/physics/src/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h

    r2192 r2430  
    2626///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.
    2727///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
    28 ///It has a brute-force option to weld together closeby vertices.
    2928class btTriangleMesh : public btTriangleIndexVertexArray
    3029{
     
    4342                btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
    4443
    45                 int             findOrAddVertex(const btVector3& vertex);
     44                int             findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
    4645                void    addIndex(int index);
    4746
     
    5554                        return m_use4componentVertices;
    5655                }
    57                
    58                 void    addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2);
     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);
    5959               
    6060                int getNumTriangles() const;
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