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/*
 * Java port of Bullet (c) 2008 Martin Dvorak 
 *
 * Bullet Continuous Collision Detection and Physics Library
 * Copyright (c) 2003-2008 Erwin Coumans  http://www.bulletphysics.com/
 *
 * This software is provided 'as-is', without any express or implied warranty.
 * In no event will the authors be held liable for any damages arising from
 * the use of this software.
 * 
 * Permission is granted to anyone to use this software for any purpose, 
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package com.bulletphysics.collision.shapes;

import java.nio.ByteBuffer;

/**
 * IndexedMesh indexes into existing vertex and index arrays, in a similar way to
 * OpenGL's glDrawElements. Instead of the number of indices, we pass the number
 * of triangles.
 * 
 * @author jezek2
 */
public class IndexedMesh {
	
	public int numTriangles;
	public ByteBuffer triangleIndexBase;
	public int triangleIndexStride;
	public int numVertices;
	public ByteBuffer vertexBase;
	public int vertexStride;
	// The index type is set when adding an indexed mesh to the
	// TriangleIndexVertexArray, do not set it manually
	public ScalarType indexType;

}




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