diff --git a/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp b/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp index 29d263163..bf044428a 100644 --- a/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp +++ b/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp @@ -74,17 +74,21 @@ void btTriangleMesh::addIndex(int index) } } -int btTriangleMesh::findOrAddVertex(const btVector3& vertex) + +int btTriangleMesh::findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices) { //return index of new/existing vertex //todo: could use acceleration structure for this if (m_use4componentVertices) { - for (int i=0;i< m_4componentVertices.size();i++) - { - if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold) + if (removeDuplicateVertices) { - return i; + for (int i=0;i< m_4componentVertices.size();i++) + { + if ((m_4componentVertices[i]-vertex).length2() <= m_weldingThreshold) + { + return i; + } } } m_indexedMeshes[0].m_numVertices++; @@ -96,14 +100,17 @@ int btTriangleMesh::findOrAddVertex(const btVector3& vertex) } else { - for (int i=0;i< m_3componentVertices.size();i+=3) + if (removeDuplicateVertices) { - btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]); - if ((vtx-vertex).length2() <= m_weldingThreshold) + for (int i=0;i< m_3componentVertices.size();i+=3) { - return i/3; + btVector3 vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]); + if ((vtx-vertex).length2() <= m_weldingThreshold) + { + return i/3; + } } - } + } m_3componentVertices.push_back(vertex.getX()); m_3componentVertices.push_back(vertex.getY()); m_3componentVertices.push_back(vertex.getZ()); @@ -114,13 +121,12 @@ int btTriangleMesh::findOrAddVertex(const btVector3& vertex) } -void btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2) +void btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2,bool removeDuplicateVertices) { m_indexedMeshes[0].m_numTriangles++; - - addIndex(findOrAddVertex(vertex0)); - addIndex(findOrAddVertex(vertex1)); - addIndex(findOrAddVertex(vertex2)); + addIndex(findOrAddVertex(vertex0,removeDuplicateVertices)); + addIndex(findOrAddVertex(vertex1,removeDuplicateVertices)); + addIndex(findOrAddVertex(vertex2,removeDuplicateVertices)); } int btTriangleMesh::getNumTriangles() const diff --git a/src/BulletCollision/CollisionShapes/btTriangleMesh.h b/src/BulletCollision/CollisionShapes/btTriangleMesh.h index 1f51b2f2c..f06fbb7c2 100644 --- a/src/BulletCollision/CollisionShapes/btTriangleMesh.h +++ b/src/BulletCollision/CollisionShapes/btTriangleMesh.h @@ -25,7 +25,6 @@ subject to the following restrictions: ///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. -///It has a brute-force option to weld together closeby vertices. class btTriangleMesh : public btTriangleIndexVertexArray { btAlignedObjectArray m_4componentVertices; @@ -42,7 +41,7 @@ class btTriangleMesh : public btTriangleIndexVertexArray btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); - int findOrAddVertex(const btVector3& vertex); + int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); void addIndex(int index); bool getUse32bitIndices() const @@ -54,8 +53,9 @@ class btTriangleMesh : public btTriangleIndexVertexArray { return m_use4componentVertices; } - - void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2); + ///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); int getNumTriangles() const;