blender/extern/bullet/Bullet/CollisionShapes/TriangleMesh.h
Erwin Coumans 411123b250 - added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
2005-07-27 09:30:53 +00:00

63 lines
1.9 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#ifndef TRIANGLE_MESH_H
#define TRIANGLE_MESH_H
#include "CollisionShapes/StridingMeshInterface.h"
#include <vector>
#include <SimdVector3.h>
struct MyTriangle
{
SimdVector3 m_vert0;
SimdVector3 m_vert1;
SimdVector3 m_vert2;
};
///TriangleMesh provides storage for a concave triangle mesh. It can be used as data for the TriangleMeshShape.
class TriangleMesh : public StridingMeshInterface
{
std::vector<MyTriangle> m_triangles;
public:
TriangleMesh ();
void AddTriangle(const SimdVector3& vertex0,const SimdVector3& vertex1,const SimdVector3& vertex2)
{
MyTriangle tri;
tri.m_vert0 = vertex0;
tri.m_vert1 = vertex1;
tri.m_vert2 = vertex2;
m_triangles.push_back(tri);
}
//StridingMeshInterface interface implementation
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);
/// unLockVertexBase finishes the access to a subpart of the triangle mesh
/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
virtual void unLockVertexBase(int subpart) {}
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
virtual int getNumSubParts();
virtual void preallocateVertices(int numverts){}
virtual void preallocateIndices(int numindices){}
};
#endif //TRIANGLE_MESH_H