123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869 |
- /*
- Bullet Continuous Collision Detection and Physics Library
- Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
- This software is provided 'as-is', without any express or implied warranty.
- In no event will the authors be held liable for any damages arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it freely,
- subject to the following restrictions:
- 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.
- 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #ifndef BT_TRIANGLE_MESH_H
- #define BT_TRIANGLE_MESH_H
- #include "btTriangleIndexVertexArray.h"
- #include "bullet/LinearMath/btVector3.h"
- #include "bullet/LinearMath/btAlignedObjectArray.h"
- ///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.
- ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
- ///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.
- ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
- class btTriangleMesh : public btTriangleIndexVertexArray
- {
- btAlignedObjectArray<btVector3> m_4componentVertices;
- btAlignedObjectArray<btScalar> m_3componentVertices;
- btAlignedObjectArray<unsigned int> m_32bitIndices;
- btAlignedObjectArray<unsigned short int> m_16bitIndices;
- bool m_use32bitIndices;
- bool m_use4componentVertices;
-
- public:
- btScalar m_weldingThreshold;
- btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
- bool getUse32bitIndices() const
- {
- return m_use32bitIndices;
- }
- bool getUse4componentVertices() const
- {
- return m_use4componentVertices;
- }
- ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
- ///In general it is better to directly use btTriangleIndexVertexArray instead.
- void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
-
- int getNumTriangles() const;
- virtual void preallocateVertices(int numverts);
- virtual void preallocateIndices(int numindices);
- ///findOrAddVertex is an internal method, use addTriangle instead
- int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
- ///addIndex is an internal method, use addTriangle instead
- void addIndex(int index);
-
- };
- #endif //BT_TRIANGLE_MESH_H
|