in btTriangleMesh container and ColladaConverter. btTriangleMesh now derives from btTriangleIndexVertexArray, so it can be used for meshes on SPU
64 lines
2.4 KiB
C++
64 lines
2.4 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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#include "btTriangleIndexVertexArray.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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///btTriangleMesh provides storage for a concave triangle mesh. It can be used as data for the btTriangleMeshShape.
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///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices.
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///btTriangleMesh will duplicate/keep all mesh data.
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///If you prefer, you can avoid using btTriangleMesh and directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface. This allows to share render and collision meshes.
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class btTriangleMesh : public btTriangleIndexVertexArray
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{
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btAlignedObjectArray<btVector3> m_4componentVertices;
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btAlignedObjectArray<float> m_3componentVertices;
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btAlignedObjectArray<int> m_32bitIndices;
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btAlignedObjectArray<short int> m_16bitIndices;
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bool m_use32bitIndices;
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bool m_use4componentVertices;
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public:
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btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true);
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bool getUse32bitIndices() const
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{
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return m_use32bitIndices;
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}
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bool getUse4componentVertices() const
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{
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return m_use4componentVertices;
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}
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void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2);
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int getNumTriangles() const;
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virtual void preallocateVertices(int numverts){(void) numverts;}
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virtual void preallocateIndices(int numindices){(void) numindices;}
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};
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#endif //TRIANGLE_MESH_H
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