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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html new file mode 100644 index 00000000..dcdb430b --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxSimpleTriangleMesh_8h-source.html @@ -0,0 +1,135 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxSimpleTriangleMesh.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<h1>PxSimpleTriangleMesh.h</h1><a href="PxSimpleTriangleMesh_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span> +<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span> +<a name="l00003"></a>00003 <span class="comment">//</span> +<a name="l00004"></a>00004 <span class="comment">// Notice</span> +<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span> +<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span> +<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span> +<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span> +<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span> +<a name="l00010"></a>00010 <span class="comment">//</span> +<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span> +<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span> +<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span> +<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span> +<a name="l00015"></a>00015 <span class="comment">//</span> +<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span> +<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span> +<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span> +<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span> +<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span> +<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span> +<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span> +<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span> +<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span> +<a name="l00025"></a>00025 <span class="comment">//</span> +<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span> +<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span> +<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. </span> +<a name="l00029"></a>00029 +<a name="l00030"></a>00030 +<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_GEOMUTILS_NX_SIMPLETRIANGLEMESH</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_NX_SIMPLETRIANGLEMESH</span> +<a name="l00033"></a>00033 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxVec3_8h.html">foundation/PxVec3.h</a>"</span> +<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxFlags_8h.html">foundation/PxFlags.h</a>"</span> +<a name="l00039"></a>00039 <span class="preprocessor">#include "<a class="code" href="PxCoreUtilityTypes_8h.html">common/PxCoreUtilityTypes.h</a>"</span> +<a name="l00040"></a>00040 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span> +<a name="l00041"></a>00041 +<a name="l00042"></a>00042 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00043"></a>00043 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00044"></a>00044 { +<a name="l00045"></a>00045 <span class="preprocessor">#endif</span> +<a name="l00046"></a>00046 <span class="preprocessor"></span> +<a name="l00050"></a><a class="code" href="structPxMeshFlag.html">00050</a> <span class="keyword">struct </span><a class="code" href="structPxMeshFlag.html" title="Enum with flag values to be used in PxSimpleTriangleMesh::flags.">PxMeshFlag</a> +<a name="l00051"></a>00051 { +<a name="l00052"></a><a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0cc">00052</a> <span class="keyword">enum</span> <a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0cc">Enum</a> +<a name="l00053"></a>00053 { +<a name="l00067"></a><a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0ccb706db0446006c0d72b20f2730eb75ce">00067</a> eFLIPNORMALS = (1<<0), +<a name="l00068"></a><a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0ccd01b868a85f89466d6a81b36de1850a6">00068</a> e16_BIT_INDICES = (1<<1) +<a name="l00069"></a>00069 }; +<a name="l00070"></a>00070 }; +<a name="l00071"></a>00071 +<a name="l00077"></a><a class="code" href="group__geomutils.html#gec23462a84179db8a8ea77e5115d5fb1">00077</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html">PxFlags<PxMeshFlag::Enum,PxU16></a> <a class="code" href="classPxFlags.html">PxMeshFlags</a>; +<a name="l00078"></a>00078 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0cc">PxMeshFlag::Enum</a>,<a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>) +<a name="l00079"></a>00079 +<a name="l00080"></a>00080 +<a name="l00081"></a>00081 +<a name="l00084"></a><a class="code" href="classPxSimpleTriangleMesh.html">00084</a> class <a class="code" href="classPxSimpleTriangleMesh.html" title="A structure describing a triangle mesh.">PxSimpleTriangleMesh</a> +<a name="l00085"></a>00085 { +<a name="l00086"></a>00086 <span class="keyword">public</span>: +<a name="l00087"></a>00087 +<a name="l00091"></a><a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af">00091</a> <a class="code" href="structPxBoundedData.html">PxBoundedData</a> points; +<a name="l00092"></a>00092 +<a name="l00108"></a><a class="code" href="classPxSimpleTriangleMesh.html#1b39b2bb65a9f246eaa1848e881cf988">00108</a> <a class="code" href="structPxBoundedData.html">PxBoundedData</a> triangles; +<a name="l00109"></a>00109 +<a name="l00113"></a><a class="code" href="classPxSimpleTriangleMesh.html#765848d06b09a3452f9923115d5ccdd0">00113</a> <a class="code" href="classPxFlags.html">PxMeshFlags</a> flags; +<a name="l00114"></a>00114 +<a name="l00118"></a>00118 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> PxSimpleTriangleMesh(); +<a name="l00122"></a>00122 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault(); +<a name="l00126"></a>00126 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>; +<a name="l00127"></a>00127 }; +<a name="l00128"></a>00128 +<a name="l00129"></a>00129 +<a name="l00130"></a><a class="code" href="group__geomutils.html#g9acd5763a76bcf9f41b42c3a30a6421a">00130</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__geomutils.html#g9acd5763a76bcf9f41b42c3a30a6421a" title="constructor sets to default.">PxSimpleTriangleMesh::PxSimpleTriangleMesh</a>() +<a name="l00131"></a>00131 { +<a name="l00132"></a>00132 } +<a name="l00133"></a>00133 +<a name="l00134"></a><a class="code" href="group__geomutils.html#gd6110ba2e5505fb809d3c3ebeb82e2f5">00134</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__geomutils.html#gd6110ba2e5505fb809d3c3ebeb82e2f5" title="(re)sets the structure to the default.">PxSimpleTriangleMesh::setToDefault</a>() +<a name="l00135"></a>00135 { +<a name="l00136"></a>00136 *<span class="keyword">this</span> = <a class="code" href="group__geomutils.html#g9acd5763a76bcf9f41b42c3a30a6421a" title="constructor sets to default.">PxSimpleTriangleMesh</a>(); +<a name="l00137"></a>00137 } +<a name="l00138"></a>00138 +<a name="l00139"></a><a class="code" href="group__geomutils.html#gd310f10473f98d5de012cba8a97ddd5d">00139</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__geomutils.html#gd310f10473f98d5de012cba8a97ddd5d" title="returns true if the current settings are valid">PxSimpleTriangleMesh::isValid</a>()<span class="keyword"> const</span> +<a name="l00140"></a>00140 <span class="keyword"></span>{ +<a name="l00141"></a>00141 <span class="comment">// Check geometry</span> +<a name="l00142"></a>00142 <span class="keywordflow">if</span>(<a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> > 0xffff && <a class="code" href="classPxSimpleTriangleMesh.html#765848d06b09a3452f9923115d5ccdd0" title="Flags bits, combined from values of the enum PxMeshFlag.">flags</a> & <a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0ccd01b868a85f89466d6a81b36de1850a6" title="Denotes the use of 16-bit vertex indices.">PxMeshFlag::e16_BIT_INDICES</a>) +<a name="l00143"></a>00143 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00144"></a>00144 <span class="keywordflow">if</span>(!<a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>) +<a name="l00145"></a>00145 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00146"></a>00146 <span class="keywordflow">if</span>(<a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> < <span class="keyword">sizeof</span>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>)) <span class="comment">//should be at least one point's worth of data</span> +<a name="l00147"></a>00147 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00148"></a>00148 +<a name="l00149"></a>00149 <span class="comment">// Check topology</span> +<a name="l00150"></a>00150 <span class="comment">// The triangles pointer is not mandatory</span> +<a name="l00151"></a>00151 <span class="keywordflow">if</span>(<a class="code" href="classPxSimpleTriangleMesh.html#1b39b2bb65a9f246eaa1848e881cf988" title="Pointer to first triangle.">triangles</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>) +<a name="l00152"></a>00152 { +<a name="l00153"></a>00153 <span class="comment">// Indexed mesh</span> +<a name="l00154"></a>00154 <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> limit = (<a class="code" href="classPxSimpleTriangleMesh.html#765848d06b09a3452f9923115d5ccdd0" title="Flags bits, combined from values of the enum PxMeshFlag.">flags</a> & PxMeshFlag::e16_BIT_INDICES) ? <span class="keyword">sizeof</span>(<a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>)*3 : <span class="keyword">sizeof</span>(<a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>)*3; +<a name="l00155"></a>00155 <span class="keywordflow">if</span>(<a class="code" href="classPxSimpleTriangleMesh.html#1b39b2bb65a9f246eaa1848e881cf988" title="Pointer to first triangle.">triangles</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> < limit) +<a name="l00156"></a>00156 <span class="keywordflow">return</span> <span class="keyword">false</span>; +<a name="l00157"></a>00157 } +<a name="l00158"></a>00158 <span class="keywordflow">return</span> <span class="keyword">true</span>; +<a name="l00159"></a>00159 } +<a name="l00160"></a>00160 +<a name="l00161"></a>00161 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00162"></a>00162 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00163"></a>00163 <span class="preprocessor">#endif</span> +<a name="l00164"></a>00164 <span class="preprocessor"></span> +<a name="l00166"></a>00166 <span class="preprocessor">#endif</span> +</pre></div></div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |