70 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Bullet Continuous Collision Detection and Physics Library
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| Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org
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| 
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| This software is provided 'as-is', without any express or implied warranty.
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| In no event will the authors be held liable for any damages arising from the use of this software.
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| Permission is granted to anyone to use this software for any purpose, 
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| including commercial applications, and to alter it and redistribute it freely, 
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| subject to the following restrictions:
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| 
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| 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.
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| 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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| 3. This notice may not be removed or altered from any source distribution.
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| */
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| 
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| #ifndef BT_TRIANGLE_BUFFER_H
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| #define BT_TRIANGLE_BUFFER_H
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| 
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| #include "btTriangleCallback.h"
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| #include "LinearMath/btAlignedObjectArray.h"
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| 
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| struct	btTriangle
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| {
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| 	btVector3	m_vertex0;
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| 	btVector3	m_vertex1;
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| 	btVector3	m_vertex2;
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| 	int	m_partId;
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| 	int	m_triangleIndex;
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| };
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| 
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| ///The btTriangleBuffer callback can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
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| ///Example usage of this class:
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| ///			btTriangleBuffer	triBuf;
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| ///			concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
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| ///			for (int i=0;i<triBuf.getNumTriangles();i++)
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| ///			{
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| ///				const btTriangle& tri = triBuf.getTriangle(i);
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| ///				//do something useful here with the triangle
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| ///			}
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| class btTriangleBuffer : public btTriangleCallback
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| {
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| 
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| 	btAlignedObjectArray<btTriangle>	m_triangleBuffer;
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| 	
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| public:
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| 
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| 
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| 	virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
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| 	
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| 	int	getNumTriangles() const
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| 	{
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| 		return int(m_triangleBuffer.size());
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| 	}
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| 	
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| 	const btTriangle&	getTriangle(int index) const
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| 	{
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| 		return m_triangleBuffer[index];
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| 	}
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| 
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| 	void	clearBuffer()
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| 	{
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| 		m_triangleBuffer.clear();
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| 	}
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| 	
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| };
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| 
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| 
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| #endif //BT_TRIANGLE_BUFFER_H
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| 
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