Merge pull request #320 from erwincoumans/master

btTriangleMesh::addTriangleIndices, pthread link fix for OpenGLWindow
This commit is contained in:
erwincoumans
2015-02-04 11:44:05 -08:00
3 changed files with 19 additions and 2 deletions

View File

@@ -53,6 +53,13 @@ endif ()
if (BUILD_SHARED_LIBS)
target_link_libraries(OpenGLWindow Bullet3Common)
if (WIN32 OR APPLE)
target_link_libraries(OpenGLWindow ${OPENGL_gl_LIBRARY})
else()
set (CMAKE_THREAD_PREFER_PTHREAD TRUE)
FIND_PACKAGE(Threads)
target_link_libraries(OpenGLWindow ${CMAKE_THREAD_LIBS_INIT})
endif()
endif()
target_link_libraries(OpenGLWindow ${OPENGL_gl_LIBRARY})
#target_link_libraries(OpenGLWindow ${OPENGL_gl_LIBRARY})

View File

@@ -75,6 +75,13 @@ void btTriangleMesh::addIndex(int index)
}
}
void btTriangleMesh::addTriangleIndices(int index1, int index2, int index3 )
{
m_indexedMeshes[0].m_numTriangles++;
addIndex( index1 );
addIndex( index2 );
addIndex( index3 );
}
int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices)
{

View File

@@ -52,7 +52,10 @@ class btTriangleMesh : public btTriangleIndexVertexArray
///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);