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//
// 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) 2018 NVIDIA Corporation. All rights reserved.
#include "RTdef.h"
#if RT_COMPILE
#ifndef MESH_BASE
#define MESH_BASE
#include <PxVec3.h>
#include <PxVec2.h>
#include <PsArray.h>
#include <PsUserAllocated.h>
namespace nvidia
{
namespace fracture
{
namespace base
{
// -----------------------------------------------------------------------------------
class Mesh : public UserAllocated
{
public:
Mesh() {};
virtual ~Mesh() {};
const nvidia::Array<PxVec3> &getVertices() const { return mVertices; }
const nvidia::Array<PxVec3> &getNormals() const { return mNormals; }
const nvidia::Array<PxVec2> &getTexCoords() const { return mTexCoords; }
const nvidia::Array<uint32_t> &getIndices() const { return mIndices; }
const nvidia::Array<int> &getNeighbors() const { return mNeighbors; }
struct SubMesh {
void init() { /*name = "";*/ firstIndex = -1; numIndices = 0; }
//std::string name;
int firstIndex;
int numIndices;
};
const nvidia::Array<SubMesh> &getSubMeshes() const { return mSubMeshes; }
void normalize(const PxVec3 ¢er, float diagonal);
void scale(float diagonal);
void getBounds(PxBounds3 &bounds, int subMeshNr = -1) const;
void flipV(); // flips v values to hand coordinate system change (Assumes normalized coordinates)
bool computeNeighbors();
bool computeWeldedNeighbors();
protected:
void clear();
void updateNormals();
nvidia::Array<PxVec3> mVertices;
nvidia::Array<PxVec3> mNormals;
nvidia::Array<PxVec2> mTexCoords;
nvidia::Array<SubMesh> mSubMeshes;
nvidia::Array<uint32_t> mIndices;
nvidia::Array<int> mNeighbors;
};
}
}
}
#endif
#endif
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