/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 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 TRIANGLE_MESH_H #define 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. ///It has a brute-force option to weld together closeby vertices. class btTriangleMesh : public btTriangleIndexVertexArray { btAlignedObjectArray m_4componentVertices; btAlignedObjectArray m_3componentVertices; btAlignedObjectArray m_32bitIndices; btAlignedObjectArray m_16bitIndices; bool m_use32bitIndices; bool m_use4componentVertices; public: btScalar m_weldingThreshold; btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); int findOrAddVertex(const btVector3& vertex); void addIndex(int index); bool getUse32bitIndices() const { return m_use32bitIndices; } bool getUse4componentVertices() const { return m_use4componentVertices; } void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2); int getNumTriangles() const; virtual void preallocateVertices(int numverts){(void) numverts;} virtual void preallocateIndices(int numindices){(void) numindices;} }; #endif //TRIANGLE_MESH_H