add method to add triangle by its indices for btTriangleMesh
See also https://github.com/bulletphysics/bullet3/pull/315 thanks to quiasmo for the contribution
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@@ -75,6 +75,13 @@ void btTriangleMesh::addIndex(int index)
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}
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}
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}
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}
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void btTriangleMesh::addTriangleIndices(int index1, int index2, int index3 )
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{
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m_indexedMeshes[0].m_numTriangles++;
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addIndex( index1 );
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addIndex( index2 );
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addIndex( index3 );
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}
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int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
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int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
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{
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{
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@@ -53,6 +53,9 @@ class btTriangleMesh : public btTriangleIndexVertexArray
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///In general it is better to directly use btTriangleIndexVertexArray instead.
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///In general it is better to directly use btTriangleIndexVertexArray instead.
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void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
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void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
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///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)
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void addTriangleIndices(int index1, int index2, int index3 );
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int getNumTriangles() const;
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int getNumTriangles() const;
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virtual void preallocateVertices(int numverts);
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virtual void preallocateVertices(int numverts);
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