@NoOffset @Properties(inherit=BulletCollision.class) public class btTriangleMesh extends btTriangleIndexVertexArray
Pointer.CustomDeallocator, Pointer.Deallocator, Pointer.NativeDeallocator, Pointer.ReferenceCounter| Constructor and Description |
|---|
btTriangleMesh() |
btTriangleMesh(boolean use32bitIndices,
boolean use4componentVertices) |
btTriangleMesh(long size)
Native array allocator.
|
btTriangleMesh(Pointer p)
Pointer cast constructor.
|
| Modifier and Type | Method and Description |
|---|---|
void |
addIndex(int index)
addIndex is an internal method, use addTriangle instead
|
void |
addTriangle(btVector3 vertex0,
btVector3 vertex1,
btVector3 vertex2) |
void |
addTriangle(btVector3 vertex0,
btVector3 vertex1,
btVector3 vertex2,
boolean removeDuplicateVertices)
By default addTriangle won't search for duplicate vertices, because the search is very slow for large triangle meshes.
|
void |
addTriangleIndices(int index1,
int index2,
int index3)
Add a triangle using its indices.
|
int |
findOrAddVertex(btVector3 vertex,
boolean removeDuplicateVertices)
findOrAddVertex is an internal method, use addTriangle instead
|
int |
getNumTriangles() |
btTriangleMesh |
getPointer(long i) |
boolean |
getUse32bitIndices() |
boolean |
getUse4componentVertices() |
double |
m_weldingThreshold() |
btTriangleMesh |
m_weldingThreshold(double setter) |
btTriangleMesh |
position(long position) |
void |
preallocateIndices(int numindices) |
void |
preallocateVertices(int numverts) |
addIndexedMesh, addIndexedMesh, getIndexedMeshArray, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedReadOnlyVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getLockedVertexIndexBase, getNumSubParts, getPremadeAabb, hasPremadeAabb, setPremadeAabb, unLockReadOnlyVertexBase, unLockVertexBasecalculateAabbBruteForce, calculateSerializeBufferSize, getScaling, InternalProcessAllTriangles, serialize, setScalingaddress, asBuffer, asByteBuffer, availablePhysicalBytes, calloc, capacity, capacity, close, deallocate, deallocate, deallocateReferences, deallocator, deallocator, equals, fill, formatBytes, free, getDirectBufferAddress, getPointer, getPointer, getPointer, hashCode, interruptDeallocatorThread, isNull, isNull, limit, limit, malloc, maxBytes, maxPhysicalBytes, memchr, memcmp, memcpy, memmove, memset, offsetAddress, offsetof, offsetof, parseBytes, physicalBytes, physicalBytesInaccurate, position, put, realloc, referenceCount, releaseReference, retainReference, setNull, sizeof, sizeof, toString, totalBytes, totalCount, totalPhysicalBytes, withDeallocator, zeropublic btTriangleMesh(Pointer p)
Pointer(Pointer).public btTriangleMesh(long size)
Pointer.position(long).public btTriangleMesh(@Cast(value="bool") boolean use32bitIndices, @Cast(value="bool") boolean use4componentVertices)
public btTriangleMesh()
public btTriangleMesh position(long position)
position in class btTriangleIndexVertexArraypublic btTriangleMesh getPointer(long i)
getPointer in class btTriangleIndexVertexArraypublic btTriangleMesh m_weldingThreshold(double setter)
public void addTriangle(@Const @ByRef btVector3 vertex0, @Const @ByRef btVector3 vertex1, @Const @ByRef btVector3 vertex2, @Cast(value="bool") boolean removeDuplicateVertices)
public void addTriangle(@Const @ByRef btVector3 vertex0, @Const @ByRef btVector3 vertex1, @Const @ByRef btVector3 vertex2)
public void addTriangleIndices(int index1,
int index2,
int index3)
public int getNumTriangles()
public void preallocateVertices(int numverts)
preallocateVertices in class btTriangleIndexVertexArraypublic void preallocateIndices(int numindices)
preallocateIndices in class btTriangleIndexVertexArraypublic int findOrAddVertex(@Const @ByRef btVector3 vertex, @Cast(value="bool") boolean removeDuplicateVertices)
public void addIndex(int index)
Copyright © 2024. All rights reserved.