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btConvexTriangleMeshShape.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletCollision\CollisionShapes\btConvexTriangleMeshShape.h
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#ifndef CONVEX_TRIANGLEMESH_SHAPE_H #define CONVEX_TRIANGLEMESH_SHAPE_H #include "btPolyhedralConvexShape.h" #include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" // for the types /// btConvexTriangleMeshShape is a convex hull of a triangle mesh. If you just have a point cloud, you can use btConvexHullShape instead. /// It uses the btStridingMeshInterface instead of a point cloud. This can avoid the duplication of the triangle mesh data. class btConvexTriangleMeshShape : public btPolyhedralConvexShape { class btStridingMeshInterface* m_stridingMesh; public: btConvexTriangleMeshShape(btStridingMeshInterface* meshInterface); class btStridingMeshInterface* getMeshInterface() { return m_stridingMesh; } const class btStridingMeshInterface* getMeshInterface() const { return m_stridingMesh; } virtual btVector3 localGetSupportingVertex(const btVector3& vec)const; virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3& vec)const; virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3* vectors,btVector3* supportVerticesOut,int numVectors) const; virtual int getShapeType()const { return CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE; } //debugging virtual const char* getName()const {return "ConvexTrimesh";} virtual int getNumVertices() const; virtual int getNumEdges() const; virtual void getEdge(int i,btPoint3& pa,btPoint3& pb) const; virtual void getVertex(int i,btPoint3& vtx) const; virtual int getNumPlanes() const; virtual void getPlane(btVector3& planeNormal,btPoint3& planeSupport,int i ) const; virtual bool isInside(const btPoint3& pt,btScalar tolerance) const; virtual void setLocalScaling(const btVector3& scaling); virtual const btVector3& getLocalScaling() const; }; #endif //CONVEX_TRIANGLEMESH_SHAPE_H
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