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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"
     20 #include "LinearMath/btAlignedObjectArray.h"
     21 
     22 struct	btTriangle
     23 {
     24 	btVector3	m_vertex0;
     25 	btVector3	m_vertex1;
     26 	btVector3	m_vertex2;
     27 	int	m_partId;
     28 	int	m_triangleIndex;
     29 };
     30 
     31 ///The btTriangleBuffer callback can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles'
     32 ///Example usage of this class:
     33 ///			btTriangleBuffer	triBuf;
     34 ///			concaveShape->processAllTriangles(&triBuf,aabbMin, aabbMax);
     35 ///			for (int i=0;i<triBuf.getNumTriangles();i++)
     36 ///			{
     37 ///				const btTriangle& tri = triBuf.getTriangle(i);
     38 ///				//do something useful here with the triangle
     39 ///			}
     40 class btTriangleBuffer : public btTriangleCallback
     41 {
     42 
     43 	btAlignedObjectArray<btTriangle>	m_triangleBuffer;
     44 
     45 public:
     46 
     47 
     48 	virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex);
     49 
     50 	int	getNumTriangles() const
     51 	{
     52 		return int(m_triangleBuffer.size());
     53 	}
     54 
     55 	const btTriangle&	getTriangle(int index) const
     56 	{
     57 		return m_triangleBuffer[index];
     58 	}
     59 
     60 	void	clearBuffer()
     61 	{
     62 		m_triangleBuffer.clear();
     63 	}
     64 
     65 };
     66 
     67 
     68 #endif //BT_TRIANGLE_BUFFER_H
     69 
     70