ReactPhysics3D: reactphysics3d::TriangleVertexArray Class Reference

| ReactPhysics3D v0.10.2 C++ Physics engine library

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Public Types | Public Member Functions | List of all members
reactphysics3d::TriangleVertexArray Class Reference

This class is used to describe the vertices and faces of a triangular mesh. More...

`#include <include/reactphysics3d/collision/TriangleVertexArray.h>`

## Public Types
enum class | VertexDataType { VERTEX_FLOAT_TYPE , VERTEX_DOUBLE_TYPE }
| Data type for the vertices in the array.
enum class | NormalDataType { NORMAL_FLOAT_TYPE , NORMAL_DOUBLE_TYPE }
| Data type for the vertex normals in the array.
enum class | IndexDataType { INDEX_INTEGER_TYPE , INDEX_SHORT_TYPE }
| Data type for the indices in the array.

## Public Member Functions
| TriangleVertexArray (uint32 nbVertices, const void *verticesStart, uint32 verticesStride, uint32 nbTriangles, const void *indexesStart, uint32 indexesStride, VertexDataType vertexDataType, IndexDataType indexDataType)
| Constructor without vertices normals.
| TriangleVertexArray (uint32 nbVertices, const void *verticesStart, uint32 verticesStride, const void *verticesNormalsStart, uint32 uverticesNormalsStride, uint32 nbTriangles, const void *indexesStart, uint32 indexesStride, VertexDataType vertexDataType, NormalDataType normalDataType, IndexDataType indexDataType)
| Constructor with vertices normals.
TriangleVertexArray & | operator= (const TriangleVertexArray &triangleVertexArray)=delete
| Deleted assignment operator.
| TriangleVertexArray (const TriangleVertexArray &triangleVertexArray)=delete
| Deleted copy-constructor.
VertexDataType | getVertexDataType () const
| Return the vertex data type.
NormalDataType | getVertexNormalDataType () const
| Return the vertex normal data type.
bool | getHasNormals () const
| Return true if the vertices normal have been provided by the user.
IndexDataType | getIndexDataType () const
| Return the index data type.
uint32 | getNbVertices () const
| Return the number of vertices.
uint32 | getNbTriangles () const
| Return the number of triangles.
uint32 | getVerticesStride () const
| Return the vertices stride (number of bytes)
uint32 | getVerticesNormalsStride () const
| Return the vertex normals stride (number of bytes)
uint32 | getIndicesStride () const
| Return the indices stride (number of bytes)
const void * | getVerticesStart () const
| Return the pointer to the start of the vertices array.
const void * | getVerticesNormalsStart () const
| Return the pointer to the start of the vertex normals array.
const void * | getIndicesStart () const
| Return the pointer to the start of the indices array.
void | getTriangleVerticesIndices (uint32 triangleIndex, uint32 &outV1Index, uint32 &outV2Index, uint32 &outV3Index) const
| Return the three vertex indices of a given triangle face.
Vector3 | getVertex (uint32 vertexIndex) const
| Return a vertex of the array.
Vector3 | getVertexNormal (uint32 vertexIndex) const
| Return a vertex normal of the array.

## Detailed Description

This class is used to describe the vertices and faces of a triangular mesh.

A TriangleVertexArray represents a continuous array of vertices and indexes of a triangular mesh. When you create a TriangleVertexArray, no data is copied into the array. It only stores pointer to the data. part. Therefore, make sure that the data pointed by a TriangleVertexArray remains valid during the TriangleVertexArray life.

## Constructor & Destructor Documentation

## ◆ TriangleVertexArray() [1/2]

TriangleVertexArray::TriangleVertexArray | ( | uint32 | nbVertices,
|  | const void * | verticesStart,
|  | uint32 | verticesStride,
|  | uint32 | nbTriangles,
|  | const void * | indexesStart,
|  | uint32 | indexesStride,
|  | VertexDataType | vertexDataType,
|  | IndexDataType | indexDataType )

Constructor without vertices normals.

Note that your data will not be copied into the TriangleVertexArray and therefore, you need to make sure that those data are always valid during the lifetime of the TriangleVertexArray.

With this constructor, you do not need to provide vertices normals for smooth mesh collision. Therefore, the vertices normals will be computed automatically. The vertices normals are computed with weighted average of the associated triangle face normal. The weights are the angle between the associated edges of neighbor triangle face.

Parameters

  nbVertices | Number of vertices in the array
  verticesStart | Pointer to the first vertices of the array
  verticesStride | Number of bytes between the beginning of two consecutive vertices
  nbTriangles | Number of triangles in the array
  indexesStart | Pointer to the first triangle index
  indexesStride | Number of bytes between the beginning of the three indices of two triangles
  vertexDataType | Type of data for the vertices (float, double)
  indexDataType | Type of data for the indices (short, int)

## ◆ TriangleVertexArray() [2/2]

TriangleVertexArray::TriangleVertexArray | ( | uint32 | nbVertices,
|  | const void * | verticesStart,
|  | uint32 | verticesStride,
|  | const void * | verticesNormalsStart,
|  | uint32 | verticesNormalsStride,
|  | uint32 | nbTriangles,
|  | const void * | indexesStart,
|  | uint32 | indexesStride,
|  | VertexDataType | vertexDataType,
|  | NormalDataType | normalDataType,
|  | IndexDataType | indexDataType )

Constructor with vertices normals.

Note that your data will not be copied into the TriangleVertexArray and therefore, you need to make sure that those data are always valid during the lifetime of the TriangleVertexArray.

With this constructor, you need to provide the vertices normals that will be used for smooth mesh collision.

Parameters

  nbVertices | Number of vertices in the array
  verticesStart | Pointer to the first vertices of the array
  verticesStride | Number of bytes between the beginning of two consecutive vertices
  verticesNormalsStart | Pointer to the first vertex normal of the array
  verticesNormalsStride | Number of bytes between the beginning of two consecutive vertex normals
  nbTriangles | Number of triangles in the array
  indexesStart | Pointer to the first triangle index
  indexesStride | Number of bytes between the beginning of two consecutive triangle indices
  vertexDataType | Type of data for the vertices (float, double)
  normalDataType | Type of data for the normals (float, double)
  indexDataType | Type of data for the indices (short, int)

## Member Function Documentation

## ◆ getHasNormals()

RP3D_FORCE_INLINE bool reactphysics3d::TriangleVertexArray::getHasNormals | ( |  | ) | const

Return true if the vertices normal have been provided by the user.

Returns
  True if the vertices normals have been provided by the user

## ◆ getIndexDataType()

RP3D_FORCE_INLINE TriangleVertexArray::IndexDataType reactphysics3d::TriangleVertexArray::getIndexDataType | ( |  | ) | const

Return the index data type.

Returns
  The data type of the face indices in the array

## ◆ getIndicesStart()

RP3D_FORCE_INLINE const void * reactphysics3d::TriangleVertexArray::getIndicesStart | ( |  | ) | const

Return the pointer to the start of the indices array.

Returns
  A pointer to the start of the face indices data in the array

## ◆ getIndicesStride()

RP3D_FORCE_INLINE uint32 reactphysics3d::TriangleVertexArray::getIndicesStride | ( |  | ) | const

Return the indices stride (number of bytes)

Returns
  The number of bytes separating two consecutive face indices in the array

## ◆ getNbTriangles()

RP3D_FORCE_INLINE uint32 reactphysics3d::TriangleVertexArray::getNbTriangles | ( |  | ) | const

Return the number of triangles.

Returns
  The number of triangles in the array

## ◆ getNbVertices()

RP3D_FORCE_INLINE uint32 reactphysics3d::TriangleVertexArray::getNbVertices | ( |  | ) | const

Return the number of vertices.

Returns
  The number of vertices in the array

## ◆ getTriangleVerticesIndices()

void TriangleVertexArray::getTriangleVerticesIndices | ( | uint32 | triangleIndex,
|  | uint32 & | outV1Index,
|  | uint32 & | outV2Index,
|  | uint32 & | outV3Index ) const

Return the three vertex indices of a given triangle face.

Parameters

  | triangleIndex | Index of a given triangle in the array
  [out] | outV1Index | Index of the first vertex of the triangle in the vertex array
  [out] | outV2Index | Index of the first vertex of the triangle in the vertex array
  [out] | outV3Index | Index of the first vertex of the triangle in the vertex array

## ◆ getVertex()

Vector3 TriangleVertexArray::getVertex | ( | uint32 | vertexIndex | ) | const

Return a vertex of the array.

Parameters

  vertexIndex | Index of a given vertex of the array

Returns
  The vertex coordinates

## ◆ getVertexDataType()

RP3D_FORCE_INLINE TriangleVertexArray::VertexDataType reactphysics3d::TriangleVertexArray::getVertexDataType | ( |  | ) | const

Return the vertex data type.

Returns
  The data type of the vertices in the array

## ◆ getVertexNormal()

Vector3 TriangleVertexArray::getVertexNormal | ( | uint32 | vertexIndex | ) | const

Return a vertex normal of the array.

Parameters

  vertexIndex | Index of a given vertex of the array

Returns
  The normal vector of the vertex

## ◆ getVertexNormalDataType()

RP3D_FORCE_INLINE TriangleVertexArray::NormalDataType reactphysics3d::TriangleVertexArray::getVertexNormalDataType | ( |  | ) | const

Return the vertex normal data type.

Returns
  The data type of the normals in the array

## ◆ getVerticesNormalsStart()

RP3D_FORCE_INLINE const void * reactphysics3d::TriangleVertexArray::getVerticesNormalsStart | ( |  | ) | const

Return the pointer to the start of the vertex normals array.

Returns
  A pointer to the start of the normals data in the array

## ◆ getVerticesNormalsStride()

RP3D_FORCE_INLINE uint32 reactphysics3d::TriangleVertexArray::getVerticesNormalsStride | ( |  | ) | const

Return the vertex normals stride (number of bytes)

Returns
  The number of bytes separating two consecutive normals in the array

## ◆ getVerticesStart()

RP3D_FORCE_INLINE const void * reactphysics3d::TriangleVertexArray::getVerticesStart | ( |  | ) | const

Return the pointer to the start of the vertices array.

Returns
  A pointer to the start of the vertices data in the array

## ◆ getVerticesStride()

RP3D_FORCE_INLINE uint32 reactphysics3d::TriangleVertexArray::getVerticesStride | ( |  | ) | const

Return the vertices stride (number of bytes)

Returns
  The number of bytes separating two consecutive vertices in the array

The documentation for this class was generated from the following files:

- include/reactphysics3d/collision/TriangleVertexArray.h
- src/collision/TriangleVertexArray.cpp