Blender V4.3
btTriangleBuffer.h
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1/*
2Bullet Continuous Collision Detection and Physics Library
3Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
4
5This software is provided 'as-is', without any express or implied warranty.
6In no event will the authors be held liable for any damages arising from the use of this software.
7Permission is granted to anyone to use this software for any purpose,
8including commercial applications, and to alter it and redistribute it freely,
9subject to the following restrictions:
10
111. 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.
122. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
133. 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
23{
24 btVector3 m_vertex0;
25 btVector3 m_vertex1;
26 btVector3 m_vertex2;
29};
30
41{
42 btAlignedObjectArray<btTriangle> m_triangleBuffer;
43
44public:
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
58 {
59 m_triangleBuffer.clear();
60 }
61};
62
63#endif //BT_TRIANGLE_BUFFER_H
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)
draw_view push_constant(Type::INT, "radiance_src") .push_constant(Type capture_info_buf storage_buf(1, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .push_constant(Type draw_view int
btVector3 m_vertex0
btVector3 m_vertex2
btVector3 m_vertex1