diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 10:25:35 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2008-09-26 10:25:35 +0400 |
commit | 9d3c77ec6277b28993f76804cd975b3684a304e9 (patch) | |
tree | 319f17a31f758acf43df472fde7c35a4a715345b /extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h | |
parent | a1bef84ea859cf85487d4cac8664402dd86f4465 (diff) |
support concave soft bodies, preliminary. could be used for cloth too. need vertex pinning/constraint attach to other objects.
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h')
-rw-r--r-- | extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h index e4d41d5ede0..1f51b2f2c87 100644 --- a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h +++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h @@ -25,6 +25,7 @@ subject to the following restrictions: ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) component vertices. ///If you want to share triangle/index data between graphics mesh and collision mesh (btBvhTriangleMeshShape), you can directly use btTriangleIndexVertexArray or derive your own class from btStridingMeshInterface. ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a btBvhTriangleMeshShape is the same. +///It has a brute-force option to weld together closeby vertices. class btTriangleMesh : public btTriangleIndexVertexArray { btAlignedObjectArray<btVector3> m_4componentVertices; @@ -34,11 +35,16 @@ class btTriangleMesh : public btTriangleIndexVertexArray btAlignedObjectArray<unsigned short int> m_16bitIndices; bool m_use32bitIndices; bool m_use4componentVertices; - + public: + btScalar m_weldingThreshold; + btTriangleMesh (bool use32bitIndices=true,bool use4componentVertices=true); + int findOrAddVertex(const btVector3& vertex); + void addIndex(int index); + bool getUse32bitIndices() const { return m_use32bitIndices; |