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] --- .../PhysXAPI/files/PxTriangle_8h-source.html | 126 +++++++++++++++++++++ 1 file changed, 126 insertions(+) create mode 100644 PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html') diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html new file mode 100644 index 00000000..2516249d --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html @@ -0,0 +1,126 @@ + + + NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTriangle.h Source File + + + + + + + +

PxTriangle.h

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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_PHYSICS_GEOMUTILS_PX_TRIANGLE
+00032 #define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
+00033 
+00037 #include "common/PxPhysXCommonConfig.h"
+00038 #include "foundation/PxVec3.h"
+00039 
+00040 #if !PX_DOXYGEN
+00041 namespace physx
+00042 {
+00043 #endif
+00044 
+00048 class PxTriangle
+00049 {
+00050     public:
+00054     PX_FORCE_INLINE         PxTriangle() {}
+00055 
+00063     PX_FORCE_INLINE         PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
+00064     {
+00065         verts[0] = p0;
+00066         verts[1] = p1;
+00067         verts[2] = p2;
+00068     }
+00069 
+00075     PX_FORCE_INLINE         PxTriangle(const PxTriangle& triangle)
+00076     {
+00077         verts[0] = triangle.verts[0];
+00078         verts[1] = triangle.verts[1];
+00079         verts[2] = triangle.verts[2];
+00080     }
+00081 
+00085     PX_FORCE_INLINE         ~PxTriangle() {}
+00086 
+00090     PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
+00091     {
+00092         verts[0] = triangle.verts[0];
+00093         verts[1] = triangle.verts[1];
+00094         verts[2] = triangle.verts[2];
+00095     }
+00096 
+00102     PX_FORCE_INLINE void    normal(PxVec3& _normal) const
+00103     {
+00104         _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
+00105         _normal.normalize();
+00106     }
+00107 
+00113     PX_FORCE_INLINE void    denormalizedNormal(PxVec3& _normal) const
+00114     {
+00115         _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
+00116     }
+00117 
+00123     PX_FORCE_INLINE PxReal  area() const
+00124     {
+00125         const PxVec3& p0 = verts[0];
+00126         const PxVec3& p1 = verts[1];
+00127         const PxVec3& p2 = verts[2];
+00128         return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
+00129     }
+00130 
+00134     PxVec3 pointFromUV(PxReal u, PxReal v) const { return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
+00135 
+00139     PxVec3      verts[3];
+00140 
+00141 };
+00142 
+00143 
+00144 #if !PX_DOXYGEN
+00145 }
+00146 #endif
+00147 
+00149 #endif
+
+ +

+Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. www.nvidia.com + + -- cgit v1.2.3