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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/geometry/PxSimpleTriangleMesh.h
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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_PHYSICS_GEOMUTILS_NX_SIMPLETRIANGLEMESH
+#define PX_PHYSICS_GEOMUTILS_NX_SIMPLETRIANGLEMESH
+/** \addtogroup geomutils
+@{
+*/
+
+#include "foundation/PxVec3.h"
+#include "foundation/PxFlags.h"
+#include "common/PxCoreUtilityTypes.h"
+#include "common/PxPhysXCommonConfig.h"
+
+#if !PX_DOXYGEN
+namespace physx
+{
+#endif
+
+/**
+\brief Enum with flag values to be used in PxSimpleTriangleMesh::flags.
+*/
+struct PxMeshFlag
+{
+ enum Enum
+ {
+ /**
+ \brief Specifies if the SDK should flip normals.
+
+ The PhysX libraries assume that the face normal of a triangle with vertices [a,b,c] can be computed as:
+ edge1 = b-a
+ edge2 = c-a
+ face_normal = edge1 x edge2.
+
+ Note: This is the same as a counterclockwise winding in a right handed coordinate system or
+ alternatively a clockwise winding order in a left handed coordinate system.
+
+ If this does not match the winding order for your triangles, raise the below flag.
+ */
+ eFLIPNORMALS = (1<<0),
+ e16_BIT_INDICES = (1<<1) //!< Denotes the use of 16-bit vertex indices
+ };
+};
+
+/**
+\brief collection of set bits defined in PxMeshFlag.
+
+@see PxMeshFlag
+*/
+typedef PxFlags<PxMeshFlag::Enum,PxU16> PxMeshFlags;
+PX_FLAGS_OPERATORS(PxMeshFlag::Enum,PxU16)
+
+
+/**
+\brief A structure describing a triangle mesh.
+*/
+class PxSimpleTriangleMesh
+{
+public:
+
+ /**
+ \brief Pointer to first vertex point.
+ */
+ PxBoundedData points;
+
+ /**
+ \brief Pointer to first triangle.
+
+ Caller may add triangleStrideBytes bytes to the pointer to access the next triangle.
+
+ These are triplets of 0 based indices:
+ vert0 vert1 vert2
+ vert0 vert1 vert2
+ vert0 vert1 vert2
+ ...
+
+ where vertex is either a 32 or 16 bit unsigned integer. There are numTriangles*3 indices.
+
+ This is declared as a void pointer because it is actually either an PxU16 or a PxU32 pointer.
+ */
+ PxBoundedData triangles;
+
+ /**
+ \brief Flags bits, combined from values of the enum ::PxMeshFlag
+ */
+ PxMeshFlags flags;
+
+ /**
+ \brief constructor sets to default.
+ */
+ PX_INLINE PxSimpleTriangleMesh();
+ /**
+ \brief (re)sets the structure to the default.
+ */
+ PX_INLINE void setToDefault();
+ /**
+ \brief returns true if the current settings are valid
+ */
+ PX_INLINE bool isValid() const;
+};
+
+
+PX_INLINE PxSimpleTriangleMesh::PxSimpleTriangleMesh()
+{
+}
+
+PX_INLINE void PxSimpleTriangleMesh::setToDefault()
+{
+ *this = PxSimpleTriangleMesh();
+}
+
+PX_INLINE bool PxSimpleTriangleMesh::isValid() const
+{
+ // Check geometry
+ if(points.count > 0xffff && flags & PxMeshFlag::e16_BIT_INDICES)
+ return false;
+ if(!points.data)
+ return false;
+ if(points.stride < sizeof(PxVec3)) //should be at least one point's worth of data
+ return false;
+
+ // Check topology
+ // The triangles pointer is not mandatory
+ if(triangles.data)
+ {
+ // Indexed mesh
+ PxU32 limit = (flags & PxMeshFlag::e16_BIT_INDICES) ? sizeof(PxU16)*3 : sizeof(PxU32)*3;
+ if(triangles.stride < limit)
+ return false;
+ }
+ return true;
+}
+
+#if !PX_DOXYGEN
+} // namespace physx
+#endif
+
+/** @} */
+#endif