// // 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_TRIANGLE32_H #define GU_TRIANGLE32_H #include "foundation/PxVec3.h" #include "CmPhysXCommon.h" #include "PsUtilities.h" namespace physx { namespace Gu { /** \brief Structure used to store indices for a triangles points. T is either PxU32 or PxU16 */ template struct TriangleT// : public Ps::UserAllocated { PX_INLINE TriangleT() {} PX_INLINE TriangleT(T a, T b, T c) { v[0] = a; v[1] = b; v[2] = c; } template PX_INLINE TriangleT(const TriangleT& other) { v[0] = other[0]; v[1] = other[1]; v[2] = other[2]; } PX_INLINE T& operator[](T i) { return v[i]; } template//any type of TriangleT<>, possibly with different T PX_INLINE TriangleT& operator=(const TriangleT& i) { v[0]=i[0]; v[1]=i[1]; v[2]=i[2]; return *this; } PX_INLINE const T& operator[](T i) const { return v[i]; } void flip() { Ps::swap(v[1], v[2]); } PX_INLINE void center(const PxVec3* verts, PxVec3& center) const { const PxVec3& p0 = verts[v[0]]; const PxVec3& p1 = verts[v[1]]; const PxVec3& p2 = verts[v[2]]; center = (p0+p1+p2)*0.33333333333333333333f; } float area(const PxVec3* verts) const { const PxVec3& p0 = verts[v[0]]; const PxVec3& p1 = verts[v[1]]; const PxVec3& p2 = verts[v[2]]; return ((p0-p1).cross(p0-p2)).magnitude() * 0.5f; } PxU8 findEdge(T vref0, T vref1) const { if(v[0]==vref0 && v[1]==vref1) return 0; else if(v[0]==vref1 && v[1]==vref0) return 0; else if(v[0]==vref0 && v[2]==vref1) return 1; else if(v[0]==vref1 && v[2]==vref0) return 1; else if(v[1]==vref0 && v[2]==vref1) return 2; else if(v[1]==vref1 && v[2]==vref0) return 2; return 0xff; } // counter clock wise order PxU8 findEdgeCCW(T vref0, T vref1) const { if(v[0]==vref0 && v[1]==vref1) return 0; else if(v[0]==vref1 && v[1]==vref0) return 0; else if(v[0]==vref0 && v[2]==vref1) return 2; else if(v[0]==vref1 && v[2]==vref0) return 2; else if(v[1]==vref0 && v[2]==vref1) return 1; else if(v[1]==vref1 && v[2]==vref0) return 1; return 0xff; } bool replaceVertex(T oldref, T newref) { if(v[0]==oldref) { v[0] = newref; return true; } else if(v[1]==oldref) { v[1] = newref; return true; } else if(v[2]==oldref) { v[2] = newref; return true; } return false; } bool isDegenerate() const { if(v[0]==v[1]) return true; if(v[1]==v[2]) return true; if(v[2]==v[0]) return true; return false; } PX_INLINE void denormalizedNormal(const PxVec3* verts, PxVec3& normal) const { const PxVec3& p0 = verts[v[0]]; const PxVec3& p1 = verts[v[1]]; const PxVec3& p2 = verts[v[2]]; normal = ((p2 - p1).cross(p0 - p1)); } T v[3]; //vertex indices }; } } #endif