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<h1>PxClothMeshDesc.h</h1><a href="PxClothMeshDesc_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span>
<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span>
<a name="l00003"></a>00003 <span class="comment">//</span>
<a name="l00004"></a>00004 <span class="comment">// Notice</span>
<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span>
<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span>
<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span>
<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span>
<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span>
<a name="l00010"></a>00010 <span class="comment">//</span>
<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span>
<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span>
<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span>
<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span>
<a name="l00015"></a>00015 <span class="comment">//</span>
<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span>
<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span>
<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span>
<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span>
<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span>
<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span>
<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span>
<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span>
<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.</span>
<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span>
<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  </span>
<a name="l00029"></a>00029 
<a name="l00030"></a>00030 
<a name="l00031"></a>00031 <span class="preprocessor">#ifndef PX_PHYSICS_NX_CLOTHMESHDESC</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_CLOTHMESHDESC</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXCommonConfig_8h.html">common/PxPhysXCommonConfig.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxSimpleTriangleMesh_8h.html">geometry/PxSimpleTriangleMesh.h</a>"</span>
<a name="l00039"></a>00039 
<a name="l00040"></a>00040 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00041"></a>00041 <span class="preprocessor"></span><span class="keyword">namespace </span>physx
<a name="l00042"></a>00042 {
<a name="l00043"></a>00043 <span class="preprocessor">#endif</span>
<a name="l00044"></a>00044 <span class="preprocessor"></span>
<a name="l00051"></a><a class="code" href="classPxClothMeshDesc.html">00051</a> <span class="keyword">class </span><a class="code" href="classPxClothMeshDesc.html" title="Descriptor class for a cloth mesh.">PxClothMeshDesc</a>
<a name="l00052"></a>00052 {
<a name="l00053"></a>00053 <span class="keyword">public</span>:
<a name="l00054"></a>00054 
<a name="l00058"></a><a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5">00058</a>     <a class="code" href="structPxBoundedData.html">PxBoundedData</a> points;
<a name="l00059"></a>00059 
<a name="l00067"></a><a class="code" href="classPxClothMeshDesc.html#a15883aaa6799795a3874d7fd6dbd53f">00067</a>     <a class="code" href="structPxBoundedData.html">PxBoundedData</a> invMasses;
<a name="l00068"></a>00068 
<a name="l00083"></a><a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38">00083</a>     <a class="code" href="structPxBoundedData.html">PxBoundedData</a> triangles;
<a name="l00084"></a>00084 
<a name="l00099"></a><a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc">00099</a>     <a class="code" href="structPxBoundedData.html">PxBoundedData</a> quads;
<a name="l00100"></a>00100 
<a name="l00104"></a><a class="code" href="classPxClothMeshDesc.html#952a2399574b931bc5b1d09c66793175">00104</a>     <a class="code" href="classPxFlags.html">PxMeshFlags</a> flags;
<a name="l00105"></a>00105 
<a name="l00109"></a>00109     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxClothMeshDesc.html" title="Descriptor class for a cloth mesh.">PxClothMeshDesc</a>();
<a name="l00113"></a>00113     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
<a name="l00118"></a>00118     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00119"></a>00119 };
<a name="l00120"></a>00120 
<a name="l00121"></a><a class="code" href="group__cooking.html#g5f214c974f4031e62cfed89231ee1d65">00121</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__cooking.html#g5f214c974f4031e62cfed89231ee1d65" title="constructor sets to default.">PxClothMeshDesc::PxClothMeshDesc</a>()    <span class="comment">//constructor sets to default</span>
<a name="l00122"></a>00122 {
<a name="l00123"></a>00123 }
<a name="l00124"></a>00124 
<a name="l00125"></a><a class="code" href="group__cooking.html#g3efcaf703b329270eed5b0890b0c5304">00125</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__cooking.html#g3efcaf703b329270eed5b0890b0c5304" title="(re)sets the structure to the default.">PxClothMeshDesc::setToDefault</a>()
<a name="l00126"></a>00126 {
<a name="l00127"></a>00127     *<span class="keyword">this</span> = <a class="code" href="group__cooking.html#g5f214c974f4031e62cfed89231ee1d65" title="constructor sets to default.">PxClothMeshDesc</a>();
<a name="l00128"></a>00128 }
<a name="l00129"></a>00129 
<a name="l00130"></a><a class="code" href="group__cooking.html#g4bc3ea34b81c2881eba7060d5e74c5d8">00130</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__cooking.html#g4bc3ea34b81c2881eba7060d5e74c5d8" title="Returns true if the descriptor is valid.">PxClothMeshDesc::isValid</a>()<span class="keyword"> const</span>
<a name="l00131"></a>00131 <span class="keyword"></span>{
<a name="l00132"></a>00132     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &lt; 3)    <span class="comment">//at least 1 trig's worth of points</span>
<a name="l00133"></a>00133         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00134"></a>00134     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &gt; 0xffff &amp;&amp; <a class="code" href="classPxClothMeshDesc.html#952a2399574b931bc5b1d09c66793175" title="Flags bits, combined from values of the enum PxMeshFlag.">flags</a> &amp; <a class="code" href="structPxMeshFlag.html#62a41b4a381e3e59d85181a62b9ce0ccd01b868a85f89466d6a81b36de1850a6" title="Denotes the use of 16-bit vertex indices.">PxMeshFlag::e16_BIT_INDICES</a>)
<a name="l00135"></a>00135         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00136"></a>00136     <span class="keywordflow">if</span>(!<a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>)
<a name="l00137"></a>00137         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00138"></a>00138     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> &lt; <span class="keyword">sizeof</span>(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>))  <span class="comment">//should be at least one point's worth of data</span>
<a name="l00139"></a>00139         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00140"></a>00140 
<a name="l00141"></a>00141     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#a15883aaa6799795a3874d7fd6dbd53f" title="Determines whether particle is simulated or static. A positive value denotes that...">invMasses</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a> &amp;&amp; <a class="code" href="classPxClothMeshDesc.html#a15883aaa6799795a3874d7fd6dbd53f" title="Determines whether particle is simulated or static. A positive value denotes that...">invMasses</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> &lt; <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>))
<a name="l00142"></a>00142         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00143"></a>00143     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#a15883aaa6799795a3874d7fd6dbd53f" title="Determines whether particle is simulated or static. A positive value denotes that...">invMasses</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a> &amp;&amp; <a class="code" href="classPxClothMeshDesc.html#a15883aaa6799795a3874d7fd6dbd53f" title="Determines whether particle is simulated or static. A positive value denotes that...">invMasses</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> != <a class="code" href="classPxClothMeshDesc.html#65c16be9e39e0f401db24fb4383f1ae5" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a>)
<a name="l00144"></a>00144         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00145"></a>00145 
<a name="l00146"></a>00146     <span class="keywordflow">if</span> (!<a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38" title="Pointer to the first triangle.">triangles</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &amp;&amp; !<a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc" title="Pointer to the first quad.">quads</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a>)   <span class="comment">// no support for non-indexed mesh</span>
<a name="l00147"></a>00147         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00148"></a>00148     <span class="keywordflow">if</span> (<a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38" title="Pointer to the first triangle.">triangles</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &amp;&amp; !<a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38" title="Pointer to the first triangle.">triangles</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>)
<a name="l00149"></a>00149         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00150"></a>00150     <span class="keywordflow">if</span> (<a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc" title="Pointer to the first quad.">quads</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &amp;&amp; !<a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc" title="Pointer to the first quad.">quads</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>)
<a name="l00151"></a>00151         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00152"></a>00152 
<a name="l00153"></a>00153     <a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a> indexSize = (<a class="code" href="classPxClothMeshDesc.html#952a2399574b931bc5b1d09c66793175" title="Flags bits, combined from values of the enum PxMeshFlag.">flags</a> &amp; PxMeshFlag::e16_BIT_INDICES) ? <span class="keyword">sizeof</span>(<a class="code" href="namespacephysx.html#9caf1cbcda071b6d2a9c069faa99da23">PxU16</a>) : <span class="keyword">sizeof</span>(<a class="code" href="group__foundation.html#gcce5749db3dcfb916e98c253374264ed">PxU32</a>);
<a name="l00154"></a>00154     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38" title="Pointer to the first triangle.">triangles</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &amp;&amp; <a class="code" href="classPxClothMeshDesc.html#b3755b0da7fee6b3f5a2b9eb85001d38" title="Pointer to the first triangle.">triangles</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> &lt; indexSize*3) 
<a name="l00155"></a>00155         <span class="keywordflow">return</span> <span class="keyword">false</span>; 
<a name="l00156"></a>00156     <span class="keywordflow">if</span>(<a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc" title="Pointer to the first quad.">quads</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a> &amp;&amp; <a class="code" href="classPxClothMeshDesc.html#8e78b80402ca808413f2ee658ba332dc" title="Pointer to the first quad.">quads</a>.<a class="code" href="structPxStridedData.html#abf495b4b5caec8f5350645a49e68fb3" title="The offset in bytes between consecutive samples in the data.">stride</a> &lt; indexSize*4)
<a name="l00157"></a>00157         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00158"></a>00158 
<a name="l00159"></a>00159     <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00160"></a>00160 }
<a name="l00161"></a>00161 
<a name="l00162"></a>00162 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00163"></a>00163 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00164"></a>00164 <span class="preprocessor">#endif</span>
<a name="l00165"></a>00165 <span class="preprocessor"></span>
<a name="l00167"></a>00167 <span class="preprocessor">#endif</span>
</pre></div></div>

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