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Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h')
-rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h new file mode 100644 index 0000000000..ac4afa7f6b --- /dev/null +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h @@ -0,0 +1,72 @@ +/* +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 + |