| 1 | /* | 
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| 2 | Bullet Continuous Collision Detection and Physics Library | 
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| 3 | Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/ | 
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| 4 |  | 
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| 5 | This software is provided 'as-is', without any express or implied warranty. | 
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| 6 | In no event will the authors be held liable for any damages arising from the use of this software. | 
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| 7 | Permission is granted to anyone to use this software for any purpose, | 
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| 8 | including commercial applications, and to alter it and redistribute it freely, | 
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| 9 | subject to the following restrictions: | 
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| 10 |  | 
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| 11 | 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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| 12 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. | 
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| 13 | 3. This notice may not be removed or altered from any source distribution. | 
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| 14 | */ | 
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| 15 |  | 
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| 16 |  | 
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| 17 | #ifndef TRIANGLE_MESH_H | 
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| 18 | #define TRIANGLE_MESH_H | 
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| 19 |  | 
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| 20 | #include "btTriangleIndexVertexArray.h" | 
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| 21 | #include "LinearMath/btVector3.h" | 
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| 22 | #include "LinearMath/btAlignedObjectArray.h" | 
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| 23 |  | 
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| 24 | ///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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| 25 | ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. | 
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| 26 | ///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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| 27 | ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. | 
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| 28 | class btTriangleMesh : public btTriangleIndexVertexArray | 
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| 29 | { | 
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| 30 | btAlignedObjectArray<btVector3> m_4componentVertices; | 
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| 31 | btAlignedObjectArray<float>             m_3componentVertices; | 
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| 32 |  | 
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| 33 | btAlignedObjectArray<unsigned int>              m_32bitIndices; | 
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| 34 | btAlignedObjectArray<unsigned short int>                m_16bitIndices; | 
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| 35 | bool    m_use32bitIndices; | 
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| 36 | bool    m_use4componentVertices; | 
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| 37 |  | 
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| 38 |  | 
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| 39 | public: | 
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| 40 | btScalar        m_weldingThreshold; | 
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| 41 |  | 
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| 42 | btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); | 
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| 43 |  | 
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| 44 | int             findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); | 
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| 45 | void    addIndex(int index); | 
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| 46 |  | 
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| 47 | bool    getUse32bitIndices() const | 
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| 48 | { | 
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| 49 | return m_use32bitIndices; | 
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| 50 | } | 
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| 51 |  | 
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| 52 | bool    getUse4componentVertices() const | 
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| 53 | { | 
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| 54 | return m_use4componentVertices; | 
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| 55 | } | 
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| 56 | ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes. | 
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| 57 | ///In general it is better to directly use btTriangleIndexVertexArray instead. | 
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| 58 | void    addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false); | 
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| 59 |  | 
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| 60 | int getNumTriangles() const; | 
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| 61 |  | 
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| 62 | virtual void    preallocateVertices(int numverts){(void) numverts;} | 
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| 63 | virtual void    preallocateIndices(int numindices){(void) numindices;} | 
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| 64 |  | 
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| 65 |  | 
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| 66 | }; | 
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| 67 |  | 
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| 68 | #endif //TRIANGLE_MESH_H | 
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| 69 |  | 
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