21 m_weldingThreshold(0.0)
const T & btMax(const T &a, const T &b)
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
int size() const
return the number of elements in the array
void push_back(const T &_Val)
IndexedMeshArray m_indexedMeshes
virtual void preallocateIndices(int numindices)
btScalar m_weldingThreshold
btAlignedObjectArray< btVector3 > m_4componentVertices
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...
int getNumTriangles() const
btAlignedObjectArray< unsigned short int > m_16bitIndices
int findOrAddVertex(const btVector3 &vertex, bool removeDuplicateVertices)
findOrAddVertex is an internal method, use addTriangle instead
void addTriangleIndices(int index1, int index2, int index3)
Add a triangle using its indices. Make sure the indices are pointing within the vertices array,...
btTriangleMesh(bool use32bitIndices=true, bool use4componentVertices=true)
btAlignedObjectArray< unsigned int > m_32bitIndices
virtual void preallocateVertices(int numverts)
btAlignedObjectArray< btScalar > m_3componentVertices
void addIndex(int index)
addIndex is an internal method, use addTriangle instead
bool m_use4componentVertices
btVector3 can be used to represent 3D points and vectors.
The btIndexedMesh indexes a single vertex and index array.