set hull from vertex format
The user can create a convex hull from a vertex format, not directly from a list of vertices. That's interesting because in some 3D engines convex hulls are typically created from a render mesh that might structure a vertex in different ways in the memory.
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@ -42,11 +42,13 @@ struct b3QHull : public b3Hull
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centroid.SetZero();
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}
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// Create a convex hull from an array of points.
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// Create a convex hull from vertex data.
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// If the creation has failed then this convex hull is not modified.
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// If the flag simplify is set to true then the convex hull is simplified after
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// initial construction.
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void Set(const b3Vec3* points, u32 count, bool simplify = true);
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// vertexStride - size of bytes between vertices
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// vertexBase - pointer to the first vertex
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// vertexCount - number of vertices
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// simplify - if set to true the convex hull is simplified after initial construction
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void Set(u32 vertexStride, const void* vertexBase, u32 vertexCount, bool simplify = true);
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// Set this hull as a sphere located at the origin
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// given the radius.
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