16#ifndef BT_TRIANGLE_MESH_H
17#define BT_TRIANGLE_MESH_H
40 btTriangleMesh(
bool use32bitIndices =
true,
bool use4componentVertices =
true);
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing t...
The btTriangleMesh class is a convenience class derived from btTriangleIndexVertexArray,...
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
bool getUse4componentVertices() const
void addIndex(int index)
addIndex is an internal method, use addTriangle instead
bool getUse32bitIndices() const
bool m_use4componentVertices
btVector3 can be used to represent 3D points and vectors.