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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_COLLISION_CONVEXMESHBUILDER
+#define PX_COLLISION_CONVEXMESHBUILDER
+
+#include "GuConvexMeshData.h"
+#include "PxCooking.h"
+#include "ConvexPolygonsBuilder.h"
+
+namespace physx
+{
+ //////////////////////////////////////////////////////////////////////////
+ // Convex mesh builder, creates the convex mesh from given polygons and creates internal data
+ class ConvexMeshBuilder
+ {
+ public:
+ ConvexMeshBuilder(const bool buildGRBData);
+ ~ConvexMeshBuilder();
+
+ // loads the computed or given convex hull from descriptor.
+ // the descriptor does contain polygons directly, triangles are not allowed
+ bool build(const PxConvexMeshDesc&, PxU32 gaussMapVertexLimit, bool validateOnly = false, bool userPolygons = false);
+
+ // save the convex mesh into stream
+ bool save(PxOutputStream& stream, bool platformMismatch) const;
+
+ // copy the convex mesh into internal convex mesh, which can be directly used then
+ bool copy(Gu::ConvexHullData& convexData);
+
+ // loads the convex mesh from given polygons
+ bool loadConvexHull(const PxConvexMeshDesc&, PxU32 gaussMapVertexLimit, bool userPolygons);
+
+ // computed hull polygons from given triangles
+ bool computeHullPolygons(const PxU32& nbVerts,const PxVec3* verts, const PxU32& nbTriangles, const PxU32* triangles, PxAllocatorCallback& inAllocator,
+ PxU32& outNbVerts, PxVec3*& outVertices, PxU32& nbIndices, PxU32*& indices, PxU32& nbPolygons, PxHullPolygon*& polygons);
+
+ // compute big convex data
+ bool computeGaussMaps();
+
+ // compute mass, inertia tensor
+ void computeMassInfo(bool lowerPrecision);
+// TEST_INTERNAL_OBJECTS
+ // internal objects
+ void computeInternalObjects();
+//~TEST_INTERNAL_OBJECTS
+
+ // return computed mass
+ PxReal getMass() const { return mMass; }
+
+ // return computed inertia tensor
+ const PxMat33& getInertia() const { return mInertia; }
+
+ // return big convex data
+ BigConvexData* getBigConvexData() const { return mBigConvexData; }
+
+ // set big convex data
+ void setBigConvexData(BigConvexData* data) { mBigConvexData = data; }
+
+ mutable ConvexPolygonsBuilder hullBuilder;
+
+ protected:
+ Gu::ConvexHullData mHullData;
+
+ BigConvexData* mBigConvexData; //!< optional, only for large meshes! PT: redundant with ptr in chull data? Could also be end of other buffer
+ PxReal mMass; //this is mass assuming a unit density that can be scaled by instances!
+ PxMat33 mInertia; //in local space of mesh!
+
+ };
+
+}
+
+#endif