From b64d5809e7e3b832e2a011869db68e70b4b4e6fc Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 17 Jan 2016 21:35:32 +0100 Subject: 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 --- extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h') 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); -- cgit v1.2.3