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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/Source/GeomUtils/src/mesh/GuTriangle32.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]
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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 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