| [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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