2015-08-27 20:31:05 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2015 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef REACTPHYSICS3D_TRIANGLE_MESH_H
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#define REACTPHYSICS3D_TRIANGLE_MESH_H
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// Libraries
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#include <vector>
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2015-09-04 17:56:27 +00:00
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#include <cassert>
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2015-08-27 20:31:05 +00:00
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#include "TriangleVertexArray.h"
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namespace reactphysics3d {
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// Class TriangleMesh
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/**
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* This class represents a mesh made of triangles. A TriangleMesh contains
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* one or several parts. Each part is a set of triangles represented in a
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* TriangleVertexArray object describing all the triangles vertices of the part.
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* A TriangleMesh object is used to create a ConcaveMeshShape from a triangle
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* mesh for instance.
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*/
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class TriangleMesh {
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protected:
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/// All the triangle arrays of the mesh (one triangle array per part)
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std::vector<TriangleVertexArray*> mTriangleArrays;
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public:
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/// Constructor
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TriangleMesh();
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/// Destructor
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~TriangleMesh();
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/// Add a subpart of the mesh
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void addSubpart(TriangleVertexArray* triangleVertexArray);
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/// Return a pointer to a given subpart (triangle vertex array) of the mesh
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TriangleVertexArray* getSubpart(uint indexSubpart) const;
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/// Return the number of subparts of the mesh
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uint getNbSubparts() const;
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};
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// Add a subpart of the mesh
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inline void TriangleMesh::addSubpart(TriangleVertexArray* triangleVertexArray) {
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mTriangleArrays.push_back(triangleVertexArray );
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}
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// Return a pointer to a given subpart (triangle vertex array) of the mesh
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inline TriangleVertexArray* TriangleMesh::getSubpart(uint indexSubpart) const {
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assert(indexSubpart < mTriangleArrays.size());
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return mTriangleArrays[indexSubpart];
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}
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// Return the number of subparts of the mesh
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inline uint TriangleMesh::getNbSubparts() const {
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return mTriangleArrays.size();
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}
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}
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#endif
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