| [1963] | 1 | /* | 
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 | 2 | Bullet Continuous Collision Detection and Physics Library | 
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| [8351] | 3 | Copyright (c) 2003-2009 Erwin Coumans  http://bulletphysics.org | 
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| [1963] | 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 | #ifndef TRIANGLE_MESH_H | 
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 | 17 | #define TRIANGLE_MESH_H | 
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 | 18 |  | 
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 | 19 | #include "btTriangleIndexVertexArray.h" | 
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 | 20 | #include "LinearMath/btVector3.h" | 
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 | 21 | #include "LinearMath/btAlignedObjectArray.h" | 
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 | 22 |  | 
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 | 23 | ///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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 | 24 | ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. | 
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 | 25 | ///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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 | 26 | ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. | 
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 | 27 | class btTriangleMesh : public btTriangleIndexVertexArray | 
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 | 28 | { | 
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 | 29 |         btAlignedObjectArray<btVector3> m_4componentVertices; | 
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 | 30 |         btAlignedObjectArray<float>             m_3componentVertices; | 
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 | 31 |  | 
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 | 32 |         btAlignedObjectArray<unsigned int>              m_32bitIndices; | 
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 | 33 |         btAlignedObjectArray<unsigned short int>                m_16bitIndices; | 
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 | 34 |         bool    m_use32bitIndices; | 
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 | 35 |         bool    m_use4componentVertices; | 
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 | 36 |          | 
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 | 37 |  | 
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 | 38 |         public: | 
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 | 39 |                 btScalar        m_weldingThreshold; | 
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 | 40 |  | 
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 | 41 |                 btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); | 
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 | 42 |  | 
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 | 43 |                 bool    getUse32bitIndices() const | 
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 | 44 |                 { | 
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 | 45 |                         return m_use32bitIndices; | 
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 | 46 |                 } | 
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 | 47 |  | 
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 | 48 |                 bool    getUse4componentVertices() const | 
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 | 49 |                 { | 
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 | 50 |                         return m_use4componentVertices; | 
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 | 51 |                 } | 
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| [2430] | 52 |                 ///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes. | 
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 | 53 |                 ///In general it is better to directly use btTriangleIndexVertexArray instead. | 
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 | 54 |                 void    addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false); | 
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| [1963] | 55 |                  | 
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 | 56 |                 int getNumTriangles() const; | 
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 | 57 |  | 
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 | 58 |                 virtual void    preallocateVertices(int numverts){(void) numverts;} | 
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 | 59 |                 virtual void    preallocateIndices(int numindices){(void) numindices;} | 
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 | 60 |  | 
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| [8351] | 61 |                 ///findOrAddVertex is an internal method, use addTriangle instead | 
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 | 62 |                 int             findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); | 
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 | 63 |                 ///addIndex is an internal method, use addTriangle instead | 
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 | 64 |                 void    addIndex(int index); | 
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| [1963] | 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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