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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/Source/GeomUtils/src/mesh/GuTriangle32.h | |
| 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/Source/GeomUtils/src/mesh/GuTriangle32.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/src/mesh/GuTriangle32.h | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/src/mesh/GuTriangle32.h b/PhysX_3.4/Source/GeomUtils/src/mesh/GuTriangle32.h new file mode 100644 index 00000000..7607e730 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/src/mesh/GuTriangle32.h @@ -0,0 +1,132 @@ +// 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 GU_TRIANGLE32_H +#define GU_TRIANGLE32_H + +#include "foundation/PxVec3.h" +#include "CmPhysXCommon.h" +#include "PsUtilities.h" + +namespace physx +{ +namespace Gu +{ + /** + \brief Structure used to store indices for a triangles points. T is either PxU32 or PxU16 + + */ + + template <class T> + struct TriangleT// : public Ps::UserAllocated + { + PX_INLINE TriangleT() {} + PX_INLINE TriangleT(T a, T b, T c) { v[0] = a; v[1] = b; v[2] = c; } + template <class TX> + PX_INLINE TriangleT(const TriangleT<TX>& other) { v[0] = other[0]; v[1] = other[1]; v[2] = other[2]; } + PX_INLINE T& operator[](T i) { return v[i]; } + template<class TX>//any type of TriangleT<>, possibly with different T + PX_INLINE TriangleT<T>& operator=(const TriangleT<TX>& i) { v[0]=i[0]; v[1]=i[1]; v[2]=i[2]; return *this; } + PX_INLINE const T& operator[](T i) const { return v[i]; } + + void flip() + { + Ps::swap(v[1], v[2]); + } + + PX_INLINE void center(const PxVec3* verts, PxVec3& center) const + { + const PxVec3& p0 = verts[v[0]]; + const PxVec3& p1 = verts[v[1]]; + const PxVec3& p2 = verts[v[2]]; + center = (p0+p1+p2)*0.33333333333333333333f; + } + + float area(const PxVec3* verts) const + { + const PxVec3& p0 = verts[v[0]]; + const PxVec3& p1 = verts[v[1]]; + const PxVec3& p2 = verts[v[2]]; + return ((p0-p1).cross(p0-p2)).magnitude() * 0.5f; + } + + PxU8 findEdge(T vref0, T vref1) const + { + if(v[0]==vref0 && v[1]==vref1) return 0; + else if(v[0]==vref1 && v[1]==vref0) return 0; + else if(v[0]==vref0 && v[2]==vref1) return 1; + else if(v[0]==vref1 && v[2]==vref0) return 1; + else if(v[1]==vref0 && v[2]==vref1) return 2; + else if(v[1]==vref1 && v[2]==vref0) return 2; + return 0xff; + } + + // counter clock wise order + PxU8 findEdgeCCW(T vref0, T vref1) const + { + if(v[0]==vref0 && v[1]==vref1) return 0; + else if(v[0]==vref1 && v[1]==vref0) return 0; + else if(v[0]==vref0 && v[2]==vref1) return 2; + else if(v[0]==vref1 && v[2]==vref0) return 2; + else if(v[1]==vref0 && v[2]==vref1) return 1; + else if(v[1]==vref1 && v[2]==vref0) return 1; + return 0xff; + } + + bool replaceVertex(T oldref, T newref) + { + if(v[0]==oldref) { v[0] = newref; return true; } + else if(v[1]==oldref) { v[1] = newref; return true; } + else if(v[2]==oldref) { v[2] = newref; return true; } + return false; + } + + bool isDegenerate() const + { + if(v[0]==v[1]) return true; + if(v[1]==v[2]) return true; + if(v[2]==v[0]) return true; + return false; + } + + PX_INLINE void denormalizedNormal(const PxVec3* verts, PxVec3& normal) const + { + const PxVec3& p0 = verts[v[0]]; + const PxVec3& p1 = verts[v[1]]; + const PxVec3& p2 = verts[v[2]]; + normal = ((p2 - p1).cross(p0 - p1)); + } + + T v[3]; //vertex indices + }; +} + +} + +#endif |