// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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_VEC_TRIANGLE_H #define GU_VEC_TRIANGLE_H /** \addtogroup geomutils @{ */ #include "GuVecConvex.h" #include "GuConvexSupportTable.h" #include "GuDistancePointTriangleSIMD.h" namespace physx { namespace Gu { class TriangleV : public ConvexV { public: /** \brief Constructor */ PX_FORCE_INLINE TriangleV() : ConvexV(ConvexType::eTRIANGLE) { margin = 0.02f; minMargin = PX_MAX_REAL; sweepMargin = PX_MAX_REAL; } /** \brief Constructor \param[in] p0 Point 0 \param[in] p1 Point 1 \param[in] p2 Point 2 */ PX_FORCE_INLINE TriangleV(const Ps::aos::Vec3VArg p0, const Ps::aos::Vec3VArg p1, const Ps::aos::Vec3VArg p2): ConvexV(ConvexType::eTRIANGLE) { using namespace Ps::aos; //const FloatV zero = FZero(); const FloatV num = FLoad(0.333333f); center = V3Scale(V3Add(V3Add(p0, p1), p2), num); verts[0] = p0; verts[1] = p1; verts[2] = p2; margin = 0.f; minMargin = PX_MAX_REAL; sweepMargin = PX_MAX_REAL; } PX_FORCE_INLINE TriangleV(const PxVec3* pts) : ConvexV(ConvexType::eTRIANGLE) { using namespace Ps::aos; const Vec3V p0 = V3LoadU(pts[0]); const Vec3V p1 = V3LoadU(pts[1]); const Vec3V p2 = V3LoadU(pts[2]); const FloatV num = FLoad(0.333333f); center = V3Scale(V3Add(V3Add(p0, p1), p2), num); verts[0] = p0; verts[1] = p1; verts[2] = p2; margin = 0.f; minMargin = PX_MAX_REAL; sweepMargin = PX_MAX_REAL; } /** \brief Copy constructor \param[in] triangle Tri to copy */ PX_FORCE_INLINE TriangleV(const Gu::TriangleV& triangle) : ConvexV(ConvexType::eTRIANGLE) { using namespace Ps::aos; verts[0] = triangle.verts[0]; verts[1] = triangle.verts[1]; verts[2] = triangle.verts[2]; center = triangle.center; margin = 0.f; minMargin = PX_MAX_REAL; sweepMargin = PX_MAX_REAL; } /** \brief Destructor */ PX_FORCE_INLINE ~TriangleV() { } PX_FORCE_INLINE void populateVerts(const PxU8* inds, PxU32 numInds, const PxVec3* originalVerts, Ps::aos::Vec3V* vertexs)const { using namespace Ps::aos; for(PxU32 i=0; i