69 lines
3.2 KiB
C++
69 lines
3.2 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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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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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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#ifndef BT_TRIANGLE_MESH_H
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#define BT_TRIANGLE_MESH_H
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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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///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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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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public:
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btScalar m_weldingThreshold;
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btTriangleMesh(bool use32bitIndices = true, bool use4componentVertices = true);
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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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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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///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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int getNumTriangles() const;
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virtual void preallocateVertices(int numverts);
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virtual void preallocateIndices(int numindices);
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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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#endif //BT_TRIANGLE_MESH_H
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