Bullet Collision Detection & Physics Library
btTriangleBuffer.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. 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"
21 
22 struct btTriangle
23 {
27  int m_partId;
29 };
30 
41 {
42 
44 
45 public:
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 
btAlignedObjectArray< btTriangle > m_triangleBuffer
int getNumTriangles() const
void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0), to reduce performance overhead of run-time memory (de)allocations.
The btTriangleBuffer callback can be useful to collect and store overlapping triangles between AABB a...
int size() const
return the number of elements in the array
The btTriangleCallback provides a callback for each overlapping triangle when calling processAllTrian...
btVector3 m_vertex1
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
btVector3 m_vertex2
const btTriangle & getTriangle(int index) const
btVector3 m_vertex0