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# ifndef BT_TRIANGLE_BUFFER_H
# define BT_TRIANGLE_BUFFER_H
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/*
Bullet Continuous Collision Detection and Physics Library
Copyright ( c ) 2003 - 2009 Erwin Coumans http : //bulletphysics.org
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 .
*/
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# include "btTriangleCallback.h"
# include "LinearMath/btAlignedObjectArray.h"
struct btTriangle
{
btVector3 m_vertex0 ;
btVector3 m_vertex1 ;
btVector3 m_vertex2 ;
int m_partId ;
int m_triangleIndex ;
} ;
///The btTriangleBuffer callback can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
///Example usage of this class:
/// btTriangleBuffer triBuf;
/// concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
/// for (int i=0;i<triBuf.getNumTriangles();i++)
/// {
/// const btTriangle& tri = triBuf.getTriangle(i);
/// //do something useful here with the triangle
/// }
class btTriangleBuffer : public btTriangleCallback
{
btAlignedObjectArray < btTriangle > m_triangleBuffer ;
public :
virtual void processTriangle ( btVector3 * triangle , int partId , int triangleIndex ) ;
int getNumTriangles ( ) const
{
return int ( m_triangleBuffer . size ( ) ) ;
}
const btTriangle & getTriangle ( int index ) const
{
return m_triangleBuffer [ index ] ;
}
void clearBuffer ( )
{
m_triangleBuffer . clear ( ) ;
}
} ;
# endif //BT_TRIANGLE_BUFFER_H