mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 12:26:59 +01:00
72 lines
3.2 KiB
C++
72 lines
3.2 KiB
C++
#ifndef BT_TRIANGLE_MESH_H
|
|
#define BT_TRIANGLE_MESH_H
|
|
/*
|
|
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.
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "btTriangleIndexVertexArray.h"
|
|
#include "LinearMath/btVector3.h"
|
|
#include "LinearMath/btAlignedObjectArray.h"
|
|
|
|
///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.
|
|
///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
|
|
///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.
|
|
///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
|
|
class btTriangleMesh : public btTriangleIndexVertexArray
|
|
{
|
|
btAlignedObjectArray<btVector3> m_4componentVertices;
|
|
btAlignedObjectArray<btScalar> m_3componentVertices;
|
|
|
|
btAlignedObjectArray<unsigned int> m_32bitIndices;
|
|
btAlignedObjectArray<unsigned short int> m_16bitIndices;
|
|
bool m_use32bitIndices;
|
|
bool m_use4componentVertices;
|
|
|
|
public:
|
|
btScalar m_weldingThreshold;
|
|
|
|
btTriangleMesh(bool use32bitIndices = true, bool use4componentVertices = true);
|
|
|
|
bool getUse32bitIndices() const
|
|
{
|
|
return m_use32bitIndices;
|
|
}
|
|
|
|
bool getUse4componentVertices() const
|
|
{
|
|
return m_use4componentVertices;
|
|
}
|
|
///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
|
|
///In general it is better to directly use btTriangleIndexVertexArray instead.
|
|
void addTriangle(const btVector3& vertex0, const btVector3& vertex1, const btVector3& vertex2, bool removeDuplicateVertices = false);
|
|
|
|
///Add a triangle using its indices. Make sure the indices are pointing within the vertices array, so add the vertices first (and to be sure, avoid removal of duplicate vertices)
|
|
void addTriangleIndices(int index1, int index2, int index3);
|
|
|
|
int getNumTriangles() const;
|
|
|
|
virtual void preallocateVertices(int numverts);
|
|
virtual void preallocateIndices(int numindices);
|
|
|
|
///findOrAddVertex is an internal method, use addTriangle instead
|
|
int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices);
|
|
///addIndex is an internal method, use addTriangle instead
|
|
void addIndex(int index);
|
|
};
|
|
|
|
#endif //BT_TRIANGLE_MESH_H
|