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-/*
-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 "LinearMath/btVector3.h"
-#include "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);
-
- ///Add a triangle using its indices. Make sure the indices are pointing within the vertices array, so add the vertices first (and to be sure, avoid removal of duplicate vertices)
- void addTriangleIndices(int index1, int index2, int index3);
-
- 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