00001 /* 00002 Bullet Continuous Collision Detection and Physics Library 00003 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org 00004 00005 This software is provided 'as-is', without any express or implied warranty. 00006 In no event will the authors be held liable for any damages arising from the use of this software. 00007 Permission is granted to anyone to use this software for any purpose, 00008 including commercial applications, and to alter it and redistribute it freely, 00009 subject to the following restrictions: 00010 00011 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. 00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 00013 3. This notice may not be removed or altered from any source distribution. 00014 */ 00015 00016 #ifndef BT_TRIANGLE_MESH_H 00017 #define BT_TRIANGLE_MESH_H 00018 00019 #include "btTriangleIndexVertexArray.h" 00020 #include "LinearMath/btVector3.h" 00021 #include "LinearMath/btAlignedObjectArray.h" 00022 00027 class btTriangleMesh : public btTriangleIndexVertexArray 00028 { 00029 btAlignedObjectArray<btVector3> m_4componentVertices; 00030 btAlignedObjectArray<float> m_3componentVertices; 00031 00032 btAlignedObjectArray<unsigned int> m_32bitIndices; 00033 btAlignedObjectArray<unsigned short int> m_16bitIndices; 00034 bool m_use32bitIndices; 00035 bool m_use4componentVertices; 00036 00037 00038 public: 00039 btScalar m_weldingThreshold; 00040 00041 btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); 00042 00043 bool getUse32bitIndices() const 00044 { 00045 return m_use32bitIndices; 00046 } 00047 00048 bool getUse4componentVertices() const 00049 { 00050 return m_use4componentVertices; 00051 } 00054 void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false); 00055 00056 int getNumTriangles() const; 00057 00058 virtual void preallocateVertices(int numverts){(void) numverts;} 00059 virtual void preallocateIndices(int numindices){(void) numindices;} 00060 00062 int findOrAddVertex(const btVector3& vertex, bool removeDuplicateVertices); 00064 void addIndex(int index); 00065 00066 }; 00067 00068 #endif //BT_TRIANGLE_MESH_H 00069