Don't search for duplicate vertices by default in btTriangleMesh, it is just too slow.

See http://code.google.com/p/bullet/issues/detail?id=122
This commit is contained in:
erwin.coumans
2008-10-30 22:09:04 +00:00
parent badd638901
commit f49e44b13c
2 changed files with 25 additions and 19 deletions

View File

@@ -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<btVector3> 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;