reactphysics3d/include/reactphysics3d/collision/TriangleMesh.h
2020-07-26 20:47:23 +02:00

107 lines
4.2 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2020 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 <cassert>
#include <reactphysics3d/containers/List.h>
#include <reactphysics3d/memory/MemoryAllocator.h>
namespace reactphysics3d {
// Declarations
class TriangleVertexArray;
// 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)
List<TriangleVertexArray*> mTriangleArrays;
/// Constructor
TriangleMesh(reactphysics3d::MemoryAllocator& allocator);
public:
/// Destructor
~TriangleMesh();
/// 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;
// ---------- Friendship ---------- //
friend class PhysicsCommon;
};
// Add a subpart of the mesh
/**
* @param triangleVertexArray Pointer to the TriangleVertexArray to add into the mesh
*/
RP3D_FORCE_INLINE void TriangleMesh::addSubpart(TriangleVertexArray* triangleVertexArray) {
mTriangleArrays.add(triangleVertexArray );
}
// Return a pointer to a given subpart (triangle vertex array) of the mesh
/**
* @param indexSubpart The index of the sub-part of the mesh
* @return A pointer to the triangle vertex array of a given sub-part of the mesh
*/
RP3D_FORCE_INLINE TriangleVertexArray* TriangleMesh::getSubpart(uint indexSubpart) const {
assert(indexSubpart < mTriangleArrays.size());
return mTriangleArrays[indexSubpart];
}
// Return the number of sub-parts of the mesh
/**
* @return The number of sub-parts of the mesh
*/
RP3D_FORCE_INLINE uint TriangleMesh::getNbSubparts() const {
return mTriangleArrays.size();
}
}
#endif