/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file collisionFloorMesh.I * @author zpavlov * @date 2007-06-28 */ /** * This is only for the convenience of CollisionPolygon. Normally, you should * not attempt to create an uninitialized CollisionPlane. */ INLINE CollisionFloorMesh:: CollisionFloorMesh() { } /** * */ INLINE CollisionFloorMesh:: CollisionFloorMesh(const CollisionFloorMesh ©) : CollisionSolid(copy) { } /** * Flushes the PStatCollectors used during traversal. */ INLINE void CollisionFloorMesh:: flush_level() { _volume_pcollector.flush_level(); _test_pcollector.flush_level(); } /** * store away a vertex to index against */ INLINE void CollisionFloorMesh:: add_vertex(const LPoint3 &vert) { _vertices.push_back(vert); } INLINE unsigned int CollisionFloorMesh:: get_num_vertices() const { return _vertices.size(); } INLINE const LPoint3 &CollisionFloorMesh:: get_vertex(unsigned int index) const { return _vertices[index]; } INLINE unsigned int CollisionFloorMesh:: get_num_triangles() const { return _triangles.size(); } INLINE LPoint3i CollisionFloorMesh:: get_triangle(unsigned int index) const { CollisionFloorMesh::TriangleIndices tri = _triangles[index]; return LPoint3i(tri.p1, tri.p2, tri.p3); }