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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2016-01-17 23:35:32 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2016-01-26 00:14:46 +0300
commitb64d5809e7e3b832e2a011869db68e70b4b4e6fc (patch)
treeaa4f6714da9f546eeee7dffed9236f9c8309524b /extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
parent3c72e302e1eb25de43dd9d077f0c730cc02b5674 (diff)
Upgrade Bullet to version 2.83.
I tried to carefully preserve all patches since the last upgrade. Improves T47195, cloth collision detection bug. Differential Revision: https://developer.blender.org/D1739
Diffstat (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h')
-rw-r--r--extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
index 0afc2321ff0..ac4afa7f6b2 100644
--- a/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
+++ b/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
@@ -52,7 +52,10 @@ class btTriangleMesh : public btTriangleIndexVertexArray
///By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
///In general it is better to directly use btTriangleIndexVertexArray instead.
void addTriangle(const btVector3& vertex0,const btVector3& vertex1,const btVector3& vertex2, bool removeDuplicateVertices=false);
-
+
+ ///Add a triangle using its indices. Make sure the indices are pointing within the vertices array, so add the vertices first (and to be sure, avoid removal of duplicate vertices)
+ void addTriangleIndices(int index1, int index2, int index3 );
+
int getNumTriangles() const;
virtual void preallocateVertices(int numverts);