90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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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_SHAPE_H
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#define TRIANGLE_MESH_SHAPE_H
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#include "btConcaveShape.h"
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#include "btStridingMeshInterface.h"
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///The btTriangleMeshShape is an internal concave triangle mesh interface. Don't use this class directly, use btBvhTriangleMeshShape instead.
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class btTriangleMeshShape : public btConcaveShape
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{
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protected:
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btVector3 m_localAabbMin;
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btVector3 m_localAabbMax;
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btStridingMeshInterface* m_meshInterface;
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///btTriangleMeshShape constructor has been disabled/protected, so that users will not mistakenly use this class.
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///Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
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btTriangleMeshShape(btStridingMeshInterface* meshInterface);
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public:
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virtual ~btTriangleMeshShape();
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virtual btVector3 localGetSupportingVertex(const btVector3& vec) const;
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virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const
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{
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btAssert(0);
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return localGetSupportingVertex(vec);
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}
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void recalcLocalAabb();
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virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
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virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
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virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;
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virtual void setLocalScaling(const btVector3& scaling);
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virtual const btVector3& getLocalScaling() const;
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btStridingMeshInterface* getMeshInterface()
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{
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return m_meshInterface;
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}
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const btStridingMeshInterface* getMeshInterface() const
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{
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return m_meshInterface;
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}
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const btVector3& getLocalAabbMin() const
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{
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return m_localAabbMin;
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}
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const btVector3& getLocalAabbMax() const
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{
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return m_localAabbMax;
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}
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//debugging
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virtual const char* getName()const {return "TRIANGLEMESH";}
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};
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#endif //TRIANGLE_MESH_SHAPE_H
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