Changeset 2430 for code/branches/physics/src/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h
- Timestamp:
- Dec 13, 2008, 11:45:51 PM (16 years ago)
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code/branches/physics/src/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h
r2192 r2430 26 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 27 ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. 28 ///It has a brute-force option to weld together closeby vertices.29 28 class btTriangleMesh : public btTriangleIndexVertexArray 30 29 { … … 43 42 btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); 44 43 45 int findOrAddVertex(const btVector3& vertex );44 int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); 46 45 void addIndex(int index); 47 46 … … 55 54 return m_use4componentVertices; 56 55 } 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); 59 59 60 60 int getNumTriangles() const;
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