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