// // 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 PX_FOUNDATION_NXVOLUMEINTEGRATION #define PX_FOUNDATION_NXVOLUMEINTEGRATION /** \addtogroup foundation @{ */ #include "foundation/Px.h" #include "foundation/PxVec3.h" #include "foundation/PxMat33.h" #include "CmPhysXCommon.h" namespace physx { class PxSimpleTriangleMesh; class PxConvexMeshDesc; /** \brief Data structure used to store mass properties. */ struct PxIntegrals { PxVec3 COM; //!< Center of mass PxF64 mass; //!< Total mass PxF64 inertiaTensor[3][3]; //!< Inertia tensor (mass matrix) relative to the origin PxF64 COMInertiaTensor[3][3]; //!< Inertia tensor (mass matrix) relative to the COM /** \brief Retrieve the inertia tensor relative to the center of mass. \param inertia Inertia tensor. */ void getInertia(PxMat33& inertia) { for(PxU32 j=0;j<3;j++) { for(PxU32 i=0;i<3;i++) { inertia(i,j) = PxF32(COMInertiaTensor[i][j]); } } } /** \brief Retrieve the inertia tensor relative to the origin. \param inertia Inertia tensor. */ void getOriginInertia(PxMat33& inertia) { for(PxU32 j=0;j<3;j++) { for(PxU32 i=0;i<3;i++) { inertia(i,j) = PxF32(inertiaTensor[i][j]); } } } }; bool computeVolumeIntegrals(const PxSimpleTriangleMesh& mesh, PxReal density, PxIntegrals& integrals); // specialized method taking polygons directly, so we don't need to compute and store triangles for each polygon bool computeVolumeIntegralsEberly(const PxConvexMeshDesc& mesh, PxReal density, PxIntegrals& integrals, const PxVec3& origin); // Eberly simplified method // specialized method taking polygons directly, so we don't need to compute and store triangles for each polygon, SIMD version bool computeVolumeIntegralsEberlySIMD(const PxConvexMeshDesc& mesh, PxReal density, PxIntegrals& integrals, const PxVec3& origin); // Eberly simplified method } /** @} */ #endif