added brute-force triangle iteration method, to allow graphics to skip aabb traversal (useful for debugging)

This commit is contained in:
ejcoumans
2007-06-13 22:35:14 +00:00
parent 05cbd96972
commit effb5a8b62
7 changed files with 80 additions and 16 deletions

View File

@@ -138,10 +138,9 @@ const btVector3& btTriangleMeshShape::getLocalScaling() const
//#define DEBUG_TRIANGLE_MESH
void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
void btTriangleMeshShape::processAllTrianglesBruteForce(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{
struct FilteredCallback : public btInternalTriangleIndexCallback
struct FilteredCallback : public btInternalTriangleIndexCallback
{
btTriangleCallback* m_callback;
btVector3 m_aabbMin;
@@ -169,7 +168,12 @@ void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const
FilteredCallback filterCallback(callback,aabbMin,aabbMax);
m_meshInterface->InternalProcessAllTriangles(&filterCallback,aabbMin,aabbMax);
}
void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{
processAllTrianglesBruteForce(callback,aabbMin,aabbMax);
}