// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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