/*
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* Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
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*
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* Bullet Continuous Collision Detection and Physics Library
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* Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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package com.bulletphysics.collision.shapes;
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import java.nio.ByteBuffer;
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/**
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* IndexedMesh indexes into existing vertex and index arrays, in a similar way to
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* OpenGL's glDrawElements. Instead of the number of indices, we pass the number
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* of triangles.
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*
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* @author jezek2
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*/
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public class IndexedMesh {
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public int numTriangles;
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public ByteBuffer triangleIndexBase;
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public int triangleIndexStride;
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public int numVertices;
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public ByteBuffer vertexBase;
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public int vertexStride;
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// The index type is set when adding an indexed mesh to the
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// TriangleIndexVertexArray, do not set it manually
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public ScalarType indexType;
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}
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