Bullet Collision Detection & Physics Library
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19 : m_use32bitIndices(use32bitIndices),
20 m_use4componentVertices(use4componentVertices),
21 m_weldingThreshold(0.0)
90 if (removeDuplicateVertices)
108 if (removeDuplicateVertices)
void addTriangleIndices(int index1, int index2, int index3)
Add a triangle using its indices. Make sure the indices are pointing within the vertices array,...
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
bool m_use4componentVertices
btTriangleMesh(bool use32bitIndices=true, bool use4componentVertices=true)
int findOrAddVertex(const btVector3 &vertex, bool removeDuplicateVertices)
findOrAddVertex is an internal method, use addTriangle instead
int getNumTriangles() const
btAlignedObjectArray< btVector3 > m_4componentVertices
const unsigned char * m_triangleIndexBase
btAlignedObjectArray< unsigned int > m_32bitIndices
IndexedMeshArray m_indexedMeshes
const btScalar & getX() const
Return the x value.
void addTriangle(const btVector3 &vertex0, const btVector3 &vertex1, const btVector3 &vertex2, bool removeDuplicateVertices=false)
By default addTriangle won't search for duplicate vertices, because the search is very slow for large...
btAlignedObjectArray< unsigned short int > m_16bitIndices
virtual void preallocateVertices(int numverts)
void addIndex(int index)
addIndex is an internal method, use addTriangle instead
The btIndexedMesh indexes a single vertex and index array.
btVector3 can be used to represent 3D points and vectors.
int m_triangleIndexStride
const btScalar & getZ() const
Return the z value.
const btScalar & getY() const
Return the y value.
virtual void preallocateIndices(int numindices)
btScalar m_weldingThreshold
void push_back(const T &_Val)
const unsigned char * m_vertexBase
PHY_ScalarType m_indexType
int size() const
return the number of elements in the array
btAlignedObjectArray< btScalar > m_3componentVertices