forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			73 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			73 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|  | /*
 | ||
|  | 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
 | ||
|  | 
 |