Bullet Collision Detection & Physics Library
btTriangleMesh.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_MESH_H
17 #define BT_TRIANGLE_MESH_H
18 
20 #include "LinearMath/btVector3.h"
22 
28 {
31 
36 
37 
38  public:
40 
41  btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
42 
43  bool getUse32bitIndices() const
44  {
45  return m_use32bitIndices;
46  }
47 
49  {
51  }
54  void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
55 
57  void addTriangleIndices(int index1, int index2, int index3 );
58 
59  int getNumTriangles() const;
60 
61  virtual void preallocateVertices(int numverts);
62  virtual void preallocateIndices(int numindices);
63 
65  int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
67  void addIndex(int index);
68 
69 };
70 
71 #endif //BT_TRIANGLE_MESH_H
72 
btAlignedObjectArray< btScalar > m_3componentVertices
btAlignedObjectArray< unsigned int > m_32bitIndices
btScalar m_weldingThreshold
The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing t...
void addIndex(int index)
addIndex is an internal method, use addTriangle instead
bool getUse4componentVertices() const
void addTriangleIndices(int index1, int index2, int index3)
Add a triangle using its indices. Make sure the indices are pointing within the vertices array...
bool m_use4componentVertices
The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray, that provides storage for a concave triangle mesh.
virtual void preallocateIndices(int numindices)
btAlignedObjectArray< unsigned short int > m_16bitIndices
btTriangleMesh(bool use32bitIndices=true, bool use4componentVertices=true)
int findOrAddVertex(const btVector3 &vertex, bool removeDuplicateVertices)
findOrAddVertex is an internal method, use addTriangle instead
btVector3 can be used to represent 3D points and vectors.
Definition: btVector3.h:83
btAlignedObjectArray< btVector3 > m_4componentVertices
virtual void preallocateVertices(int numverts)
bool getUse32bitIndices() const
void addTriangle(const btVector3 &vertex0, const btVector3 &vertex1, const btVector3 &vertex2, bool removeDuplicateVertices=false)
By default addTriangle won&#39;t search for duplicate vertices, because the search is very slow for large...
int getNumTriangles() const
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
Definition: btScalar.h:292