76 lines
3.0 KiB
C
76 lines
3.0 KiB
C
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/*
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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 "btStridingMeshInterface.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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///TriangleMesh provides storage for a concave triangle mesh. It can be used as data for the btTriangleMeshShape.
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class btTriangleMesh : public btStridingMeshInterface
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{
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btAlignedObjectArray<btVector3> m_vertices;
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btAlignedObjectArray<int> m_indices;
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public:
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btTriangleMesh ();
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void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2)
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{
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int curIndex = m_indices.size();
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m_vertices.push_back(vertex0);
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m_vertices.push_back(vertex1);
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m_vertices.push_back(vertex2);
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m_indices.push_back(curIndex++);
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m_indices.push_back(curIndex++);
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m_indices.push_back(curIndex++);
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}
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int getNumTriangles() const
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{
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return m_indices.size() / 3;
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}
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//StridingMeshInterface interface implementation
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virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0);
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virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& stride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0) const;
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/// unLockVertexBase finishes the access to a subpart of the triangle mesh
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/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
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virtual void unLockVertexBase(int subpart) {(void) subpart;}
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virtual void unLockReadOnlyVertexBase(int subpart) const { (void) subpart;}
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/// getNumSubParts returns the number of seperate subparts
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/// each subpart has a continuous array of vertices and indices
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virtual int getNumSubParts() 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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