diff options
Diffstat (limited to 'thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h')
-rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h | 65 |
1 files changed, 31 insertions, 34 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h index ac4afa7f6b..a8a362355c 100644 --- a/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btTriangleMesh.h @@ -26,47 +26,44 @@ subject to the following restrictions: ///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<btVector3> m_4componentVertices; + btAlignedObjectArray<btScalar> m_3componentVertices; - btAlignedObjectArray<unsigned int> m_32bitIndices; - btAlignedObjectArray<unsigned short int> m_16bitIndices; - bool m_use32bitIndices; - bool m_use4componentVertices; - + btAlignedObjectArray<unsigned int> m_32bitIndices; + btAlignedObjectArray<unsigned short int> m_16bitIndices; + bool m_use32bitIndices; + bool m_use4componentVertices; - public: - btScalar m_weldingThreshold; +public: + btScalar m_weldingThreshold; - btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); + btTriangleMesh(bool use32bitIndices = true, bool use4componentVertices = true); - bool getUse32bitIndices() const - { - return m_use32bitIndices; - } + 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); + 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; + ///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); - virtual void preallocateVertices(int numverts); - virtual void preallocateIndices(int numindices); + int getNumTriangles() const; - ///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); - -}; + virtual void preallocateVertices(int numverts); + virtual void preallocateIndices(int numindices); -#endif //BT_TRIANGLE_MESH_H + ///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 |