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btTriangleBuffer.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\libs\bullet_sdk\src\BulletCollision\CollisionShapes\btTriangleBuffer.h
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/* Bullet Continuous Collision Detection and Physics Library Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/ 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 BT_TRIANGLE_BUFFER_H #define BT_TRIANGLE_BUFFER_H #include "btTriangleCallback.h" #include "LinearMath/btAlignedObjectArray.h" struct btTriangle { btVector3 m_vertex0; btVector3 m_vertex1; btVector3 m_vertex2; int m_partId; int m_triangleIndex; }; ///btTriangleBuffer can be useful to collect and store overlapping triangles between AABB and concave objects that support 'processAllTriangles' class btTriangleBuffer : public btTriangleCallback { btAlignedObjectArray
m_triangleBuffer; public: virtual void processTriangle(btVector3* triangle, int partId, int triangleIndex); int getNumTriangles() const { return int(m_triangleBuffer.size()); } const btTriangle& getTriangle(int index) const { return m_triangleBuffer[index]; } void clearBuffer() { m_triangleBuffer.clear(); } }; #endif //BT_TRIANGLE_BUFFER_H
btTriangleBuffer.h
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