24 mesh.m_triangleIndexBase = (
const unsigned char*)triangleIndexBase;
25 mesh.m_triangleIndexStride = triangleIndexStride;
27 mesh.m_vertexBase = (
const unsigned char*)vertexBase;
28 mesh.m_vertexStride = vertexStride;
43 numverts =
mesh.m_numVertices;
44 (*vertexbase) = (
unsigned char*)
mesh.m_vertexBase;
48 vertexStride =
mesh.m_vertexStride;
50 numfaces =
mesh.m_numTriangles;
52 (*indexbase) = (
unsigned char*)
mesh.m_triangleIndexBase;
53 indexstride =
mesh.m_triangleIndexStride;
54 indicestype =
mesh.m_indexType;
61 numverts =
mesh.m_numVertices;
62 (*vertexbase) = (
const unsigned char*)
mesh.m_vertexBase;
66 vertexStride =
mesh.m_vertexStride;
68 numfaces =
mesh.m_numTriangles;
69 (*indexbase) = (
const unsigned char*)
mesh.m_triangleIndexBase;
70 indexstride =
mesh.m_triangleIndexStride;
71 indicestype =
mesh.m_indexType;
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
float btScalar
The btScalar type abstracts floating point numbers, to easily switch between double and single floati...
virtual void getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &stride, const unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0) const =0
virtual void setPremadeAabb(const btVector3 &aabbMin, const btVector3 &aabbMax) const
virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int &numverts, PHY_ScalarType &type, int &stride, unsigned char **indexbase, int &indexstride, int &numfaces, PHY_ScalarType &indicestype, int subpart=0)=0
virtual bool hasPremadeAabb() const
virtual void getPremadeAabb(btVector3 *aabbMin, btVector3 *aabbMax) const
virtual int getNumSubParts() const =0
void addIndexedMesh(const btIndexedMesh &mesh, PHY_ScalarType indexType=PHY_INTEGER)
virtual ~btTriangleIndexVertexArray()
btTriangleIndexVertexArray()
btVector3
btVector3 can be used to represent 3D points and vectors. It has an un-used w component to suit 16-by...