reactphysics3d/src/collision/TriangleMesh.h

89 lines
3.7 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 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. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
#ifndef REACTPHYSICS3D_TRIANGLE_MESH_H
#define REACTPHYSICS3D_TRIANGLE_MESH_H
// Libraries
#include <vector>
#include <cassert>
#include "TriangleVertexArray.h"
namespace reactphysics3d {
// Class TriangleMesh
/**
* This class represents a mesh made of triangles. A TriangleMesh contains
* one or several parts. Each part is a set of triangles represented in a
* TriangleVertexArray object describing all the triangles vertices of the part.
* A TriangleMesh object can be used to create a ConcaveMeshShape from a triangle
* mesh for instance.
*/
class TriangleMesh {
protected:
/// All the triangle arrays of the mesh (one triangle array per part)
std::vector<TriangleVertexArray*> mTriangleArrays;
public:
/// Constructor
TriangleMesh() = default;
/// Destructor
~TriangleMesh() = default;
/// Add a subpart of the mesh
void addSubpart(TriangleVertexArray* triangleVertexArray);
/// Return a pointer to a given subpart (triangle vertex array) of the mesh
TriangleVertexArray* getSubpart(uint indexSubpart) const;
/// Return the number of subparts of the mesh
uint getNbSubparts() const;
};
// Add a subpart of the mesh
inline void TriangleMesh::addSubpart(TriangleVertexArray* triangleVertexArray) {
mTriangleArrays.push_back(triangleVertexArray );
}
// Return a pointer to a given subpart (triangle vertex array) of the mesh
inline TriangleVertexArray* TriangleMesh::getSubpart(uint indexSubpart) const {
assert(indexSubpart < mTriangleArrays.size());
return mTriangleArrays[indexSubpart];
}
// Return the number of subparts of the mesh
inline uint TriangleMesh::getNbSubparts() const {
return mTriangleArrays.size();
}
}
#endif