2017-08-01 12:30:58 +00:00
/*
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 .
*/
# ifndef BT_TRIANGLE_MESH_H
# define BT_TRIANGLE_MESH_H
# 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
{
2019-01-03 13:26:51 +00:00
btAlignedObjectArray < btVector3 > m_4componentVertices ;
btAlignedObjectArray < btScalar > m_3componentVertices ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
btAlignedObjectArray < unsigned int > m_32bitIndices ;
btAlignedObjectArray < unsigned short int > m_16bitIndices ;
bool m_use32bitIndices ;
bool m_use4componentVertices ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
public :
btScalar m_weldingThreshold ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
btTriangleMesh ( bool use32bitIndices = true , bool use4componentVertices = true ) ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
bool getUse32bitIndices ( ) const
{
return m_use32bitIndices ;
}
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
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 ) ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
///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 ) ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
int getNumTriangles ( ) const ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
virtual void preallocateVertices ( int numverts ) ;
virtual void preallocateIndices ( int numindices ) ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
///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 ) ;
} ;
2017-08-01 12:30:58 +00:00
2019-01-03 13:26:51 +00:00
# endif //BT_TRIANGLE_MESH_H