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| BT_DECLARE_ALIGNED_ALLOCATOR () |
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| btTriangleIndexVertexMaterialArray () |
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| btTriangleIndexVertexMaterialArray (int numTriangles, int *triangleIndexBase, int triangleIndexStride, int numVertices, btScalar *vertexBase, int vertexStride, int numMaterials, unsigned char *materialBase, int materialStride, int *triangleMaterialsBase, int materialIndexStride) |
| This file was created by Alex Silverman. More...
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virtual | ~btTriangleIndexVertexMaterialArray () |
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void | addMaterialProperties (const btMaterialProperties &mat, PHY_ScalarType triangleType=PHY_INTEGER) |
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virtual void | getLockedMaterialBase (unsigned char **materialBase, int &numMaterials, PHY_ScalarType &materialType, int &materialStride, unsigned char **triangleMaterialBase, int &numTriangles, int &triangleMaterialStride, PHY_ScalarType &triangleType, int subpart=0) |
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virtual void | getLockedReadOnlyMaterialBase (const unsigned char **materialBase, int &numMaterials, PHY_ScalarType &materialType, int &materialStride, const unsigned char **triangleMaterialBase, int &numTriangles, int &triangleMaterialStride, PHY_ScalarType &triangleType, int subpart=0) |
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| BT_DECLARE_ALIGNED_ALLOCATOR () |
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| btTriangleIndexVertexArray () |
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virtual | ~btTriangleIndexVertexArray () |
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| btTriangleIndexVertexArray (int numTriangles, int *triangleIndexBase, int triangleIndexStride, int numVertices, btScalar *vertexBase, int vertexStride) |
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void | addIndexedMesh (const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER) |
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virtual void | getLockedVertexIndexBase (unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &vertexStride, unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) |
| get read and write access to a subpart of a triangle mesh this subpart has a continuous array of vertices and indices in this way the mesh can be handled as chunks of memory with striding very similar to OpenGL vertexarray support make a call to unLockVertexBase when the read and write access is finished More...
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virtual void | getLockedReadOnlyVertexIndexBase (const unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &vertexStride, const unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) const |
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virtual void | unLockVertexBase (int subpart) |
| unLockVertexBase finishes the access to a subpart of the triangle mesh make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished More...
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virtual void | unLockReadOnlyVertexBase (int subpart) const |
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virtual int | getNumSubParts () const |
| getNumSubParts returns the number of seperate subparts each subpart has a continuous array of vertices and indices More...
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IndexedMeshArray & | getIndexedMeshArray () |
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const IndexedMeshArray & | getIndexedMeshArray () const |
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virtual void | preallocateVertices (int numverts) |
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virtual void | preallocateIndices (int numindices) |
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virtual bool | hasPremadeAabb () const |
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virtual void | setPremadeAabb (const btVector3 &aabbMin, const btVector3 &aabbMax) const |
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virtual void | getPremadeAabb (btVector3 *aabbMin, btVector3 *aabbMax) const |
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| BT_DECLARE_ALIGNED_ALLOCATOR () |
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| btStridingMeshInterface () |
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virtual | ~btStridingMeshInterface () |
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virtual void | InternalProcessAllTriangles (btInternalTriangleIndexCallback *callback, const btVector3 &aabbMin, const btVector3 &aabbMax) const |
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void | calculateAabbBruteForce (btVector3 &aabbMin, btVector3 &aabbMax) |
| brute force method to calculate aabb More...
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const btVector3 & | getScaling () const |
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void | setScaling (const btVector3 &scaling) |
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virtual int | calculateSerializeBufferSize () const |
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virtual const char * | serialize (void *dataBuffer, btSerializer *serializer) const |
| fills the dataBuffer and returns the struct name (and 0 on failure) More...
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Teh btTriangleIndexVertexMaterialArray is built on TriangleIndexVertexArray The addition of a material array allows for the utilization of the partID and triangleIndex that are returned in the ContactAddedCallback.
As with TriangleIndexVertexArray, no duplicate is made of the material data, so it is the users responsibility to maintain the array during the lifetime of the TriangleIndexVertexMaterialArray.
Definition at line 50 of file btTriangleIndexVertexMaterialArray.h.