Jolt Physics
A multi core friendly Game Physics Engine
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Implementation of GetTrianglesStart/Next that uses a multiple fixed lists of vertices for the triangles. These are transformed into world space when getting the triangles. More...
#include <GetTrianglesContext.h>
Public Member Functions | |
GetTrianglesContextMultiVertexList (bool inIsInsideOut, const PhysicsMaterial *inMaterial) | |
Constructor, to be called in GetTrianglesStart. | |
void | AddPart (Mat44Arg inLocalToWorld, const Vec3 *inTriangleVertices, size_t inNumTriangleVertices) |
Add a mesh part and its transform. | |
int | GetTrianglesNext (int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) |
Implementation of GetTrianglesStart/Next that uses a multiple fixed lists of vertices for the triangles. These are transformed into world space when getting the triangles.
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inline |
Constructor, to be called in GetTrianglesStart.
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inline |
Add a mesh part and its transform.
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inline |