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<h1>PxTriangleMeshDesc.h</h1><a href="PxTriangleMeshDesc_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">//</span>
<a name="l00002"></a>00002 <span class="comment">// Redistribution and use in source and binary forms, with or without</span>
<a name="l00003"></a>00003 <span class="comment">// modification, are permitted provided that the following conditions</span>
<a name="l00004"></a>00004 <span class="comment">// are met:</span>
<a name="l00005"></a>00005 <span class="comment">//  * Redistributions of source code must retain the above copyright</span>
<a name="l00006"></a>00006 <span class="comment">//    notice, this list of conditions and the following disclaimer.</span>
<a name="l00007"></a>00007 <span class="comment">//  * Redistributions in binary form must reproduce the above copyright</span>
<a name="l00008"></a>00008 <span class="comment">//    notice, this list of conditions and the following disclaimer in the</span>
<a name="l00009"></a>00009 <span class="comment">//    documentation and/or other materials provided with the distribution.</span>
<a name="l00010"></a>00010 <span class="comment">//  * Neither the name of NVIDIA CORPORATION nor the names of its</span>
<a name="l00011"></a>00011 <span class="comment">//    contributors may be used to endorse or promote products derived</span>
<a name="l00012"></a>00012 <span class="comment">//    from this software without specific prior written permission.</span>
<a name="l00013"></a>00013 <span class="comment">//</span>
<a name="l00014"></a>00014 <span class="comment">// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY</span>
<a name="l00015"></a>00015 <span class="comment">// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE</span>
<a name="l00016"></a>00016 <span class="comment">// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR</span>
<a name="l00017"></a>00017 <span class="comment">// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR</span>
<a name="l00018"></a>00018 <span class="comment">// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,</span>
<a name="l00019"></a>00019 <span class="comment">// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,</span>
<a name="l00020"></a>00020 <span class="comment">// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR</span>
<a name="l00021"></a>00021 <span class="comment">// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY</span>
<a name="l00022"></a>00022 <span class="comment">// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT</span>
<a name="l00023"></a>00023 <span class="comment">// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE</span>
<a name="l00024"></a>00024 <span class="comment">// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.</span>
<a name="l00025"></a>00025 <span class="comment">//</span>
<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2018 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_COLLISION_NXTRIANGLEMESHDESC</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_COLLISION_NXTRIANGLEMESHDESC</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxPhysXConfig_8h.html">PxPhysXConfig.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="l00054"></a><a class="code" href="classPxTriangleMeshDesc.html">00054</a> <span class="keyword">class </span><a class="code" href="classPxTriangleMeshDesc.html" title="Descriptor class for PxTriangleMesh.">PxTriangleMeshDesc</a> : <span class="keyword">public</span> <a class="code" href="classPxSimpleTriangleMesh.html" title="A structure describing a triangle mesh.">PxSimpleTriangleMesh</a>
<a name="l00055"></a>00055 {
<a name="l00056"></a>00056 <span class="keyword">public</span>:
<a name="l00057"></a>00057 
<a name="l00074"></a><a class="code" href="classPxTriangleMeshDesc.html#138ca14d6cad6d86484c8ecd9f96d46f">00074</a>     <a class="code" href="structPxTypedStridedData.html">PxTypedStridedData&lt;PxMaterialTableIndex&gt;</a> materialIndices;
<a name="l00075"></a>00075 
<a name="l00079"></a>00079     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxTriangleMeshDesc.html" title="Descriptor class for PxTriangleMesh.">PxTriangleMeshDesc</a>(); 
<a name="l00080"></a>00080 
<a name="l00084"></a>00084     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> setToDefault();
<a name="l00085"></a>00085 
<a name="l00090"></a>00090     <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00091"></a>00091 };
<a name="l00092"></a>00092 
<a name="l00093"></a><a class="code" href="group__cooking.html#g15d3050ac143dfb67ad43a8682c7b569">00093</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="group__cooking.html#g15d3050ac143dfb67ad43a8682c7b569" title="Constructor sets to default.">PxTriangleMeshDesc::PxTriangleMeshDesc</a>()  <span class="comment">//constructor sets to default</span>
<a name="l00094"></a>00094 {
<a name="l00095"></a>00095     <a class="code" href="group__cooking.html#gfd882da42844238f9a91e5754694391e" title="(re)sets the structure to the default.">PxSimpleTriangleMesh::setToDefault</a>();   
<a name="l00096"></a>00096 }
<a name="l00097"></a>00097 
<a name="l00098"></a><a class="code" href="group__cooking.html#gfd882da42844238f9a91e5754694391e">00098</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">void</span> <a class="code" href="group__cooking.html#gfd882da42844238f9a91e5754694391e" title="(re)sets the structure to the default.">PxTriangleMeshDesc::setToDefault</a>()
<a name="l00099"></a>00099 {
<a name="l00100"></a>00100     *<span class="keyword">this</span> = <a class="code" href="group__cooking.html#g15d3050ac143dfb67ad43a8682c7b569" title="Constructor sets to default.">PxTriangleMeshDesc</a>();
<a name="l00101"></a>00101 }
<a name="l00102"></a>00102 
<a name="l00103"></a><a class="code" href="group__cooking.html#gb15c89f8d8d8723d3697cce47ef24b01">00103</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__cooking.html#gb15c89f8d8d8723d3697cce47ef24b01" title="Returns true if the descriptor is valid.">PxTriangleMeshDesc::isValid</a>()<span class="keyword"> const</span>
<a name="l00104"></a>00104 <span class="keyword"></span>{
<a name="l00105"></a>00105     <span class="keywordflow">if</span>(<a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af" 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="l00106"></a>00106         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00107"></a>00107     <span class="keywordflow">if</span> ((!<a class="code" href="classPxSimpleTriangleMesh.html#1b39b2bb65a9f246eaa1848e881cf988" title="Pointer to first triangle.">triangles</a>.<a class="code" href="structPxStridedData.html#d98a9e00d44b1c2c48c6dec114693f18">data</a>) &amp;&amp; (<a class="code" href="classPxSimpleTriangleMesh.html#fdeb26b7e3d491fbe041f4bc119e22af" title="Pointer to first vertex point.">points</a>.<a class="code" href="structPxBoundedData.html#99f022ab9aad0f98028254c1f433165f">count</a>%3))      <span class="comment">// Non-indexed mesh =&gt; we must ensure the geometry defines an implicit number of triangles // i.e. numVertices can't be divided by 3</span>
<a name="l00108"></a>00108         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00109"></a>00109     <span class="comment">//add more validity checks here</span>
<a name="l00110"></a>00110     <span class="keywordflow">if</span> (<a class="code" href="classPxTriangleMeshDesc.html#138ca14d6cad6d86484c8ecd9f96d46f">materialIndices</a>.<a class="code" href="structPxTypedStridedData.html#6c2abde7dd9d76ea38eae00b7afa958a">data</a> &amp;&amp; <a class="code" href="classPxTriangleMeshDesc.html#138ca14d6cad6d86484c8ecd9f96d46f">materialIndices</a>.<a class="code" href="structPxTypedStridedData.html#e3423e07a738680de6d3029fc09e01e2">stride</a> &lt; <span class="keyword">sizeof</span>(<a class="code" href="group__common.html#gc816bc62a68a52f01bf21f963295e822">PxMaterialTableIndex</a>))
<a name="l00111"></a>00111         <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00112"></a>00112     <span class="keywordflow">return</span> <a class="code" href="group__cooking.html#gb15c89f8d8d8723d3697cce47ef24b01" title="Returns true if the descriptor is valid.">PxSimpleTriangleMesh::isValid</a>();
<a name="l00113"></a>00113 }
<a name="l00114"></a>00114 
<a name="l00115"></a>00115 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00116"></a>00116 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00117"></a>00117 <span class="preprocessor">#endif</span>
<a name="l00118"></a>00118 <span class="preprocessor"></span>
<a name="l00120"></a>00120 <span class="preprocessor">#endif</span>
</pre></div></div>

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