forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			73 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			3.3 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_MESH_H
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| #define BT_TRIANGLE_MESH_H
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| 
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| #include "btTriangleIndexVertexArray.h"
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| #include "LinearMath/btVector3.h"
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| #include "LinearMath/btAlignedObjectArray.h"
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| 
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| ///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.
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| ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
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| ///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.
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| ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
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| class btTriangleMesh : public btTriangleIndexVertexArray
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| {
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| 	btAlignedObjectArray<btVector3>	m_4componentVertices;
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| 	btAlignedObjectArray<btScalar>	m_3componentVertices;
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| 
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| 	btAlignedObjectArray<unsigned int>		m_32bitIndices;
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| 	btAlignedObjectArray<unsigned short int>		m_16bitIndices;
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| 	bool	m_use32bitIndices;
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| 	bool	m_use4componentVertices;
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| 	
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| 
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| 	public:
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| 		btScalar	m_weldingThreshold;
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| 
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| 		btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
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| 
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| 		bool	getUse32bitIndices() const
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| 		{
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| 			return m_use32bitIndices;
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| 		}
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| 
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| 		bool	getUse4componentVertices() const
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| 		{
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| 			return m_use4componentVertices;
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| 		}
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| 		///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
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| 		///In general it is better to directly use btTriangleIndexVertexArray instead.
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| 		void	addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
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| 
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| 		///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)	
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| 		void	addTriangleIndices(int index1, int index2, int index3 );
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| 	
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| 		int getNumTriangles() const;
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| 
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| 		virtual void	preallocateVertices(int numverts);
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| 		virtual void	preallocateIndices(int numindices);
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| 
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| 		///findOrAddVertex is an internal method, use addTriangle instead
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| 		int		findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
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| 		///addIndex is an internal method, use addTriangle instead
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| 		void	addIndex(int index);
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| 		
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| };
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| 
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| #endif //BT_TRIANGLE_MESH_H
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| 
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