Blender  V3.3
btTriangleBuffer.h
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1 /*
2 Bullet Continuous Collision Detection and Physics Library
3 Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4 
5 This software is provided 'as-is', without any express or implied warranty.
6 In no event will the authors be held liable for any damages arising from the use of this software.
7 Permission is granted to anyone to use this software for any purpose,
8 including commercial applications, and to alter it and redistribute it freely,
9 subject to the following restrictions:
10 
11 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.
12 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
13 3. This notice may not be removed or altered from any source distribution.
14 */
15 
16 #ifndef BT_TRIANGLE_BUFFER_H
17 #define BT_TRIANGLE_BUFFER_H
18 
19 #include "btTriangleCallback.h"
21 
22 struct btTriangle
23 {
27  int m_partId;
29 };
30 
41 {
42  btAlignedObjectArray<btTriangle> m_triangleBuffer;
43 
44 public:
45  virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
46 
47  int getNumTriangles() const
48  {
49  return int(m_triangleBuffer.size());
50  }
51 
52  const btTriangle& getTriangle(int index) const
53  {
54  return m_triangleBuffer[index];
55  }
56 
57  void clearBuffer()
58  {
59  m_triangleBuffer.clear();
60  }
61 };
62 
63 #endif //BT_TRIANGLE_BUFFER_H
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...
Definition: btVector3.h:82
SIMD_FORCE_INLINE void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0),...
SIMD_FORCE_INLINE int size() const
return the number of elements in the array
int getNumTriangles() const
const btTriangle & getTriangle(int index) const
virtual void processTriangle(btVector3 *triangle, int partId, int triangleIndex)
btVector3 m_vertex0
btVector3 m_vertex2
btVector3 m_vertex1