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+<html>
+ <head>
+ <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTriangle.h Source File</title>
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+ <img alt="" src="images/PhysXlogo.png" align="middle"> <br>
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+ <a class="qindex" href="main.html">Main Page</a> &nbsp;
+ <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp;
+ <a class="qindex" href="annotated.html">Compound List</a> &nbsp;
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+ <hr class="second">
+ </div>
+<!-- Generated by Doxygen 1.5.8 -->
+<h1>PxTriangle.h</h1><a href="PxTriangle_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_PX_TRIANGLE</span>
+<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE</span>
+<a name="l00033"></a>00033 <span class="preprocessor"></span>
+<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
+<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxVec3_8h.html">foundation/PxVec3.h</a>"</span>
+<a name="l00039"></a>00039
+<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
+<a name="l00042"></a>00042 {
+<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
+<a name="l00044"></a>00044 <span class="preprocessor"></span>
+<a name="l00048"></a><a class="code" href="classPxTriangle.html">00048</a> <span class="keyword">class </span><a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>
+<a name="l00049"></a>00049 {
+<a name="l00050"></a>00050 <span class="keyword">public</span>:
+<a name="l00054"></a><a class="code" href="classPxTriangle.html#a85f97202f9b4811cdacc3f126da023b">00054</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxTriangle.html#a85f97202f9b4811cdacc3f126da023b" title="Constructor.">PxTriangle</a>() {}
+<a name="l00055"></a>00055
+<a name="l00063"></a><a class="code" href="classPxTriangle.html#4c5c6f1913b2e0c3bb2fc82a5d3a5971">00063</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p2)
+<a name="l00064"></a>00064 {
+<a name="l00065"></a>00065 verts[0] = p0;
+<a name="l00066"></a>00066 verts[1] = p1;
+<a name="l00067"></a>00067 verts[2] = p2;
+<a name="l00068"></a>00068 }
+<a name="l00069"></a>00069
+<a name="l00075"></a><a class="code" href="classPxTriangle.html#af7b90f828324f6ec1d48ef6b1776728">00075</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>(<span class="keyword">const</span> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>&amp; triangle)
+<a name="l00076"></a>00076 {
+<a name="l00077"></a>00077 verts[0] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[0];
+<a name="l00078"></a>00078 verts[1] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[1];
+<a name="l00079"></a>00079 verts[2] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[2];
+<a name="l00080"></a>00080 }
+<a name="l00081"></a>00081
+<a name="l00085"></a><a class="code" href="classPxTriangle.html#6d735ae1b3aa144817424b64ce0dc76e">00085</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="classPxTriangle.html#6d735ae1b3aa144817424b64ce0dc76e" title="Destructor.">~PxTriangle</a>() {}
+<a name="l00086"></a>00086
+<a name="l00090"></a><a class="code" href="classPxTriangle.html#e4c701d8c6f8ca3cbe652546d063f8fa">00090</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span> operator=(<span class="keyword">const</span> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>&amp; triangle)
+<a name="l00091"></a>00091 {
+<a name="l00092"></a>00092 verts[0] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[0];
+<a name="l00093"></a>00093 verts[1] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[1];
+<a name="l00094"></a>00094 verts[2] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[2];
+<a name="l00095"></a>00095 }
+<a name="l00096"></a>00096
+<a name="l00102"></a><a class="code" href="classPxTriangle.html#3a958fe9976dcf25c09527f819527181">00102</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span> normal(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; _normal)<span class="keyword"> const</span>
+<a name="l00103"></a>00103 <span class="keyword"> </span>{
+<a name="l00104"></a>00104 _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
+<a name="l00105"></a>00105 _normal.<a class="code" href="classPxVec3.html#b67c4b05db03b0ceeddc74b1f6f77af5" title="normalizes the vector in place">normalize</a>();
+<a name="l00106"></a>00106 }
+<a name="l00107"></a>00107
+<a name="l00113"></a><a class="code" href="classPxTriangle.html#2d7de197aa065e126b4074ca1a0e72f4">00113</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span> denormalizedNormal(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; _normal)<span class="keyword"> const</span>
+<a name="l00114"></a>00114 <span class="keyword"> </span>{
+<a name="l00115"></a>00115 _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
+<a name="l00116"></a>00116 }
+<a name="l00117"></a>00117
+<a name="l00123"></a><a class="code" href="classPxTriangle.html#63a3f11c88b7bae333453a44a1d1bb29">00123</a> <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> area()<span class="keyword"> const</span>
+<a name="l00124"></a>00124 <span class="keyword"> </span>{
+<a name="l00125"></a>00125 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p0 = verts[0];
+<a name="l00126"></a>00126 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p1 = verts[1];
+<a name="l00127"></a>00127 <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p2 = verts[2];
+<a name="l00128"></a>00128 <span class="keywordflow">return</span> ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
+<a name="l00129"></a>00129 }
+<a name="l00130"></a>00130
+<a name="l00134"></a><a class="code" href="classPxTriangle.html#a8871506b2da5d6a82ffb5bb7410cb39">00134</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="classPxTriangle.html#a8871506b2da5d6a82ffb5bb7410cb39">pointFromUV</a>(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> u, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> v)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
+<a name="l00135"></a>00135
+<a name="l00139"></a><a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef">00139</a> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> verts[3];
+<a name="l00140"></a>00140
+<a name="l00141"></a>00141 };
+<a name="l00142"></a>00142
+<a name="l00143"></a>00143
+<a name="l00144"></a>00144 <span class="preprocessor">#if !PX_DOXYGEN</span>
+<a name="l00145"></a>00145 <span class="preprocessor"></span>}
+<a name="l00146"></a>00146 <span class="preprocessor">#endif</span>
+<a name="l00147"></a>00147 <span class="preprocessor"></span>
+<a name="l00149"></a>00149 <span class="preprocessor">#endif</span>
+</pre></div></div>
+
+<hr style="width: 100%; height: 2px;"><br>
+Copyright &copy; 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>
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