16 #ifndef BT_TRIANGLE_BUFFER_H 17 #define BT_TRIANGLE_BUFFER_H 48 virtual void processTriangle(
btVector3* triangle,
int partId,
int triangleIndex);
52 return int(m_triangleBuffer.
size());
57 return m_triangleBuffer[index];
62 m_triangleBuffer.
clear();
68 #endif //BT_TRIANGLE_BUFFER_H
btAlignedObjectArray< btTriangle > m_triangleBuffer
int getNumTriangles() const
void clear()
clear the array, deallocated memory. Generally it is better to use array.resize(0), to reduce performance overhead of run-time memory (de)allocations.
The btTriangleBuffer callback can be useful to collect and store overlapping triangles between AABB a...
int size() const
return the number of elements in the array
The btTriangleCallback provides a callback for each overlapping triangle when calling processAllTrian...
btVector3 can be used to represent 3D points and vectors.
const btTriangle & getTriangle(int index) const