Bullet Collision Detection & Physics Library
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16 #ifndef BT_TRIANGLE_MESH_H
17 #define BT_TRIANGLE_MESH_H
40 btTriangleMesh(
bool use32bitIndices =
true,
bool use4componentVertices =
true);
69 #endif //BT_TRIANGLE_MESH_H
void addTriangleIndices(int index1, int index2, int index3)
Add a triangle using its indices. Make sure the indices are pointing within the vertices array,...
bool getUse4componentVertices() const
The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray,...
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
btAlignedObjectArray< unsigned int > m_32bitIndices
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
btVector3 can be used to represent 3D points and vectors.
bool getUse32bitIndices() const
virtual void preallocateIndices(int numindices)
The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing t...
btScalar m_weldingThreshold
btAlignedObjectArray< btScalar > m_3componentVertices