get Triangles Next
fun getTrianglesNext(context: Shape.GetTrianglesContext, maxTrianglesRequested: Int, triangleVertices: MutableList<Float3>, materials: MutableList<PhysicsMaterial?>): Int
Call this repeatedly to get all triangles in the box. outTriangleVertices should be large enough to hold 3 * inMaxTriangleRequested entries outMaterials (if it is not null) should contain inMaxTrianglesRequested entries The function returns the amount of triangles that it found (which will be < = inMaxTrianglesRequested), or 0 if there are no more triangles. Note that the function can return a value < inMaxTrianglesRequested and still have more triangles to process (triangles can be returned in blocks) Note that the function may return triangles outside of the requested box, only coarse culling is performed on the returned triangles