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Bullet Collision Detection & Physics Library
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The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray, that provides storage for a concave triangle mesh. More...
#include <btTriangleMesh.h>


Public Member Functions | |
| btTriangleMesh (bool use32bitIndices=true, bool use4componentVertices=true) | |
| bool | getUse32bitIndices () const |
| bool | getUse4componentVertices () const |
| 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 triangle meshes. More... | |
| void | addTriangleIndices (int index1, int index2, int index3) |
| Add a triangle using its indices. Make sure the indices are pointing within the vertices array, so add the vertices first (and to be sure, avoid removal of duplicate vertices) More... | |
| int | getNumTriangles () const |
| virtual void | preallocateVertices (int numverts) |
| virtual void | preallocateIndices (int numindices) |
| int | findOrAddVertex (const btVector3 &vertex, bool removeDuplicateVertices) |
| findOrAddVertex is an internal method, use addTriangle instead More... | |
| void | addIndex (int index) |
| addIndex is an internal method, use addTriangle instead More... | |
Public Member Functions inherited from btTriangleIndexVertexArray | |
| BT_DECLARE_ALIGNED_ALLOCATOR () | |
| btTriangleIndexVertexArray () | |
| virtual | ~btTriangleIndexVertexArray () |
| btTriangleIndexVertexArray (int numTriangles, int *triangleIndexBase, int triangleIndexStride, int numVertices, btScalar *vertexBase, int vertexStride) | |
| void | addIndexedMesh (const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER) |
| virtual void | getLockedVertexIndexBase (unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &vertexStride, unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) |
| get read and write access to a subpart of a triangle mesh this subpart has a continuous array of vertices and indices in this way the mesh can be handled as chunks of memory with striding very similar to OpenGL vertexarray support make a call to unLockVertexBase when the read and write access is finished More... | |
| virtual void | getLockedReadOnlyVertexIndexBase (const unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &vertexStride, const unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) const |
| virtual void | unLockVertexBase (int subpart) |
| 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 More... | |
| virtual void | unLockReadOnlyVertexBase (int subpart) const |
| virtual int | getNumSubParts () const |
| getNumSubParts returns the number of seperate subparts each subpart has a continuous array of vertices and indices More... | |
| IndexedMeshArray & | getIndexedMeshArray () |
| const IndexedMeshArray & | getIndexedMeshArray () const |
| virtual void | preallocateVertices (int numverts) |
| virtual void | preallocateIndices (int numindices) |
| virtual bool | hasPremadeAabb () const |
| virtual void | setPremadeAabb (const btVector3 &aabbMin, const btVector3 &aabbMax) const |
| virtual void | getPremadeAabb (btVector3 *aabbMin, btVector3 *aabbMax) const |
Public Member Functions inherited from btStridingMeshInterface | |
| BT_DECLARE_ALIGNED_ALLOCATOR () | |
| btStridingMeshInterface () | |
| virtual | ~btStridingMeshInterface () |
| virtual void | InternalProcessAllTriangles (btInternalTriangleIndexCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const |
| void | calculateAabbBruteForce (btVector3 &aabbMin, btVector3 &aabbMax) |
| brute force method to calculate aabb More... | |
| 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)=0 |
| get read and write access to a subpart of a triangle mesh this subpart has a continuous array of vertices and indices in this way the mesh can be handled as chunks of memory with striding very similar to OpenGL vertexarray support make a call to unLockVertexBase when the read and write access is finished More... | |
| virtual void | getLockedReadOnlyVertexIndexBase (const unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &stride, const unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) const =0 |
| virtual void | unLockVertexBase (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 More... | |
| virtual void | unLockReadOnlyVertexBase (int subpart) const =0 |
| virtual int | getNumSubParts () const =0 |
| getNumSubParts returns the number of seperate subparts each subpart has a continuous array of vertices and indices More... | |
| virtual void | preallocateVertices (int numverts)=0 |
| virtual void | preallocateIndices (int numindices)=0 |
| virtual bool | hasPremadeAabb () const |
| virtual void | setPremadeAabb (const btVector3 &aabbMin, const btVector3 &aabbMax) const |
| virtual void | getPremadeAabb (btVector3 *aabbMin, btVector3 *aabbMax) const |
| const btVector3 & | getScaling () const |
| void | setScaling (const btVector3 &scaling) |
| virtual int | calculateSerializeBufferSize () const |
| virtual const char * | serialize (void *dataBuffer, btSerializer *serializer) const |
| fills the dataBuffer and returns the struct name (and 0 on failure) More... | |
Public Attributes | |
| btScalar | m_weldingThreshold |
Private Attributes | |
| btAlignedObjectArray< btVector3 > | m_4componentVertices |
| btAlignedObjectArray< btScalar > | m_3componentVertices |
| btAlignedObjectArray< unsigned int > | m_32bitIndices |
| btAlignedObjectArray< unsigned short int > | m_16bitIndices |
| bool | m_use32bitIndices |
| bool | m_use4componentVertices |
Additional Inherited Members | |
Protected Attributes inherited from btTriangleIndexVertexArray | |
| IndexedMeshArray | m_indexedMeshes |
| int | m_pad [2] |
| int | m_hasAabb |
| btVector3 | m_aabbMin |
| btVector3 | m_aabbMax |
Protected Attributes inherited from btStridingMeshInterface | |
| btVector3 | m_scaling |
The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray, that provides storage for a concave triangle mesh.
It can be used as data for the btBvhTriangleMeshShape. It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface. Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same.
Definition at line 27 of file btTriangleMesh.h.
| btTriangleMesh::btTriangleMesh | ( | bool | use32bitIndices = true, |
| bool | use4componentVertices = true |
||
| ) |
Definition at line 21 of file btTriangleMesh.cpp.
| void btTriangleMesh::addIndex | ( | int | index | ) |
addIndex is an internal method, use addTriangle instead
Definition at line 65 of file btTriangleMesh.cpp.
| void btTriangleMesh::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 triangle meshes.
In general it is better to directly use btTriangleIndexVertexArray instead.
Definition at line 132 of file btTriangleMesh.cpp.
| void btTriangleMesh::addTriangleIndices | ( | int | index1, |
| int | index2, | ||
| int | index3 | ||
| ) |
Add a triangle using its indices. Make sure the indices are pointing within the vertices array, so add the vertices first (and to be sure, avoid removal of duplicate vertices)
Definition at line 78 of file btTriangleMesh.cpp.
| int btTriangleMesh::findOrAddVertex | ( | const btVector3 & | vertex, |
| bool | removeDuplicateVertices | ||
| ) |
findOrAddVertex is an internal method, use addTriangle instead
Definition at line 86 of file btTriangleMesh.cpp.
| int btTriangleMesh::getNumTriangles | ( | ) | const |
Definition at line 140 of file btTriangleMesh.cpp.
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Definition at line 43 of file btTriangleMesh.h.
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inline |
Definition at line 48 of file btTriangleMesh.h.
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virtual |
Reimplemented from btTriangleIndexVertexArray.
Definition at line 160 of file btTriangleMesh.cpp.
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virtual |
Reimplemented from btTriangleIndexVertexArray.
Definition at line 149 of file btTriangleMesh.cpp.
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private |
Definition at line 33 of file btTriangleMesh.h.
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private |
Definition at line 32 of file btTriangleMesh.h.
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private |
Definition at line 30 of file btTriangleMesh.h.
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private |
Definition at line 29 of file btTriangleMesh.h.
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private |
Definition at line 34 of file btTriangleMesh.h.
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private |
Definition at line 35 of file btTriangleMesh.h.
| btScalar btTriangleMesh::m_weldingThreshold |
Definition at line 39 of file btTriangleMesh.h.