aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h
diff options
context:
space:
mode:
authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h
downloadphysx-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/Include/cooking/PxTriangleMeshDesc.h')
-rw-r--r--PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h120
1 files changed, 120 insertions, 0 deletions
diff --git a/PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h b/PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h
new file mode 100644
index 00000000..185f8aa5
--- /dev/null
+++ b/PhysX_3.4/Include/cooking/PxTriangleMeshDesc.h
@@ -0,0 +1,120 @@
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+
+#ifndef PX_COLLISION_NXTRIANGLEMESHDESC
+#define PX_COLLISION_NXTRIANGLEMESHDESC
+/** \addtogroup cooking
+@{
+*/
+
+#include "PxPhysXConfig.h"
+#include "geometry/PxSimpleTriangleMesh.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+/**
+\brief Descriptor class for #PxTriangleMesh.
+
+Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh.
+The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the
+user may discard the triangle data.
+
+@see PxTriangleMesh PxTriangleMeshGeometry PxShape
+*/
+class PxTriangleMeshDesc : public PxSimpleTriangleMesh
+{
+public:
+
+ /**
+ Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total.
+ Caller may add materialIndexStride bytes to the pointer to access the next triangle.
+
+ When a triangle mesh collides with another object, a material is required at the collision point.
+ If materialIndices is NULL, then the material of the PxShape instance is used.
+ Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as:
+ PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);
+
+ If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index
+ used to look up a material. The selection is arbitrary but consistent over time.
+
+ <b>Default:</b> NULL
+
+ @see materialIndexStride
+ */
+ PxTypedStridedData<PxMaterialTableIndex> materialIndices;
+
+ /**
+ \brief Constructor sets to default.
+ */
+ PX_INLINE PxTriangleMeshDesc();
+
+ /**
+ \brief (re)sets the structure to the default.
+ */
+ PX_INLINE void setToDefault();
+
+ /**
+ \brief Returns true if the descriptor is valid.
+ \return true if the current settings are valid
+ */
+ PX_INLINE bool isValid() const;
+};
+
+PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default
+{
+ PxSimpleTriangleMesh::setToDefault();
+}
+
+PX_INLINE void PxTriangleMeshDesc::setToDefault()
+{
+ *this = PxTriangleMeshDesc();
+}
+
+PX_INLINE bool PxTriangleMeshDesc::isValid() const
+{
+ if(points.count < 3) //at least 1 trig's worth of points
+ return false;
+ if ((!triangles.data) && (points.count%3)) // Non-indexed mesh => we must ensure the geometry defines an implicit number of triangles // i.e. numVertices can't be divided by 3
+ return false;
+ //add more validity checks here
+ if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex))
+ return false;
+ return PxSimpleTriangleMesh::isValid();
+}
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif