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source: code/branches/physics/src/bullet/BulletCollision/CollisionShapes/btTriangleBuffer.h @ 1963

Last change on this file since 1963 was 1963, checked in by rgrieder, 15 years ago

Added Bullet physics engine.

  • Property svn:eol-style set to native
File size: 2.1 KB
Line 
1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. This notice may not be removed or altered from any source distribution.
14*/
15
16#ifndef BT_TRIANGLE_BUFFER_H
17#define BT_TRIANGLE_BUFFER_H
18
19#include "btTriangleCallback.h"
20#include "LinearMath/btAlignedObjectArray.h"
21
22struct  btTriangle
23{
24        btVector3       m_vertex0;
25        btVector3       m_vertex1;
26        btVector3       m_vertex2;
27        int     m_partId;
28        int     m_triangleIndex;
29};
30
31///btTriangleBuffer can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
32///Example usage of this class:
33///                     btTriangleBuffer        triBuf;
34///                     concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
35///                     for (int i=0;i<triBuf.getNumTriangles();i++)
36///                     {
37///                             const btTriangle& tri = triBuf.getTriangle(i);
38///                             //do something useful here with the triangle
39///                     }
40class btTriangleBuffer : public btTriangleCallback
41{
42
43        btAlignedObjectArray<btTriangle>        m_triangleBuffer;
44       
45public:
46
47
48        virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
49       
50        int     getNumTriangles() const
51        {
52                return int(m_triangleBuffer.size());
53        }
54       
55        const btTriangle&       getTriangle(int index) const
56        {
57                return m_triangleBuffer[index];
58        }
59
60        void    clearBuffer()
61        {
62                m_triangleBuffer.clear();
63        }
64       
65};
66
67
68#endif //BT_TRIANGLE_BUFFER_H
69
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