From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001
From: git perforce import user
Date: Tue, 25 Oct 2016 12:29:14 -0600
Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @
21275617
[CL 21300167]
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+ PxTriangleMeshDesc.h
Go to the documentation of this file.
00001 // This code contains NVIDIA Confidential Information and is disclosed to you +00002 // under a form of NVIDIA software license agreement provided separately to you. +00003 // +00004 // Notice +00005 // NVIDIA Corporation and its licensors retain all intellectual property and +00006 // proprietary rights in and to this software and related documentation and +00007 // any modifications thereto. Any use, reproduction, disclosure, or +00008 // distribution of this software and related documentation without an express +00009 // license agreement from NVIDIA Corporation is strictly prohibited. +00010 // +00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +00015 // +00016 // Information and code furnished is believed to be accurate and reliable. +00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +00018 // information or for any infringement of patents or other rights of third parties that may +00019 // result from its use. No license is granted by implication or otherwise under any patent +00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. +00021 // This code supersedes and replaces all information previously supplied. +00022 // NVIDIA Corporation products are not authorized for use as critical +00023 // components in life support devices or systems without express written approval of +00024 // NVIDIA Corporation. +00025 // +00026 // Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. +00029 +00030 +00031 #ifndef PX_COLLISION_NXTRIANGLEMESHDESC +00032 #define PX_COLLISION_NXTRIANGLEMESHDESC +00033 +00037 #include "PxPhysXConfig.h" +00038 #include "geometry/PxSimpleTriangleMesh.h" +00039 +00040 #if !PX_DOXYGEN +00041 namespace physx +00042 { +00043 #endif +00044 +00054 class PxTriangleMeshDesc : public PxSimpleTriangleMesh +00055 { +00056 public: +00057 +00074 PxTypedStridedData<PxMaterialTableIndex> materialIndices; +00075 +00079 PX_INLINE PxTriangleMeshDesc(); +00080 +00084 PX_INLINE void setToDefault(); +00085 +00090 PX_INLINE bool isValid() const; +00091 }; +00092 +00093 PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default +00094 { +00095 PxSimpleTriangleMesh::setToDefault(); +00096 } +00097 +00098 PX_INLINE void PxTriangleMeshDesc::setToDefault() +00099 { +00100 *this = PxTriangleMeshDesc(); +00101 } +00102 +00103 PX_INLINE bool PxTriangleMeshDesc::isValid() const +00104 { +00105 if(points.count < 3) //at least 1 trig's worth of points +00106 return false; +00107 if ((!triangles.data) && (points.count%3)) // Non-indexed mesh => we must ensure the geometry defines an implicit number of triangles // i.e. numVertices can't be divided by 3 +00108 return false; +00109 //add more validity checks here +00110 if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex)) +00111 return false; +00112 return PxSimpleTriangleMesh::isValid(); +00113 } +00114 +00115 #if !PX_DOXYGEN +00116 } // namespace physx +00117 #endif +00118 +00120 #endif +