1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
|
<html>
<head>
<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTriangleMeshGeometry.h Source File</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css">
</head>
<body bgcolor="#FFFFFF">
<div id="header">
<hr class="first">
<img alt="" src="images/PhysXlogo.png" align="middle"> <br>
<center>
<a class="qindex" href="main.html">Main Page</a>
<a class="qindex" href="hierarchy.html">Class Hierarchy</a>
<a class="qindex" href="annotated.html">Compound List</a>
<a class="qindex" href="functions.html">Compound Members</a>
</center>
<hr class="second">
</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxTriangleMeshGeometry.h</h1><a href="PxTriangleMeshGeometry_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_TRIANGLEMESH_GEOMETRY</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_NX_TRIANGLEMESH_GEOMETRY</span>
<a name="l00033"></a>00033 <span class="preprocessor"></span>
<a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="PxGeometry_8h.html">geometry/PxGeometry.h</a>"</span>
<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="PxMeshScale_8h.html">geometry/PxMeshScale.h</a>"</span>
<a name="l00038"></a>00038 <span class="preprocessor">#include "<a class="code" href="PxCoreUtilityTypes_8h.html">common/PxCoreUtilityTypes.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="l00045"></a>00045 <span class="keyword">class </span><a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>;
<a name="l00046"></a>00046
<a name="l00047"></a>00047
<a name="l00053"></a><a class="code" href="structPxMeshGeometryFlag.html">00053</a> <span class="keyword">struct </span><a class="code" href="structPxMeshGeometryFlag.html" title="Flags controlling the simulated behavior of the triangle mesh geometry.">PxMeshGeometryFlag</a>
<a name="l00054"></a>00054 {
<a name="l00055"></a><a class="code" href="structPxMeshGeometryFlag.html#a4f762855200599fc014b0654f7ce2c9">00055</a> <span class="keyword">enum</span> <a class="code" href="structPxMeshGeometryFlag.html#a4f762855200599fc014b0654f7ce2c9">Enum</a>
<a name="l00056"></a>00056 {
<a name="l00057"></a><a class="code" href="structPxMeshGeometryFlag.html#a4f762855200599fc014b0654f7ce2c9e50426f8f858ae161427c24276eb3014">00057</a> eDOUBLE_SIDED = (1<<1)
<a name="l00058"></a>00058
<a name="l00059"></a>00059
<a name="l00060"></a>00060 };
<a name="l00061"></a>00061 };
<a name="l00062"></a>00062
<a name="l00068"></a><a class="code" href="group__geomutils.html#gb335a00d0493a23fed5423bc3ea9e463">00068</a> <span class="keyword">typedef</span> <a class="code" href="classPxFlags.html">PxFlags<PxMeshGeometryFlag::Enum,PxU8></a> <a class="code" href="classPxFlags.html">PxMeshGeometryFlags</a>;
<a name="l00069"></a>00069 <a class="code" href="group__foundation.html#g092f922a63fdc7a95ae4f4e24b3768c1">PX_FLAGS_OPERATORS</a>(<a class="code" href="structPxMeshGeometryFlag.html#a4f762855200599fc014b0654f7ce2c9">PxMeshGeometryFlag::Enum</a>,<a class="code" href="namespacephysx.html#3849f86abc21d3a58949481603fe8309">PxU8</a>)
<a name="l00070"></a>00070
<a name="l00071"></a>00071
<a name="l00082"></a><a class="code" href="classPxTriangleMeshGeometry.html">00082</a> class <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a> : public <a class="code" href="classPxGeometry.html" title="A geometry object.">PxGeometry</a>
<a name="l00083"></a>00083 {
<a name="l00084"></a>00084 <span class="keyword">public</span>:
<a name="l00090"></a><a class="code" href="classPxTriangleMeshGeometry.html#d8d886a991c25f98a83d70be5cba0410">00090</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>() :
<a name="l00091"></a>00091 PxGeometry (<a class="code" href="structPxGeometryType.html" title="A geometry type.">PxGeometryType</a>::eTRIANGLEMESH),
<a name="l00092"></a>00092 triangleMesh(NULL)
<a name="l00093"></a>00093 {}
<a name="l00094"></a>00094
<a name="l00102"></a><a class="code" href="classPxTriangleMeshGeometry.html#1a1cef2255e9fc7357a4f9e07c2826b4">00102</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <a class="code" href="classPxTriangleMeshGeometry.html" title="Triangle mesh geometry class.">PxTriangleMeshGeometry</a>( <a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>* mesh,
<a name="l00103"></a>00103 <span class="keyword">const</span> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>& scaling = <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a>(),
<a name="l00104"></a>00104 <a class="code" href="classPxFlags.html">PxMeshGeometryFlags</a> flags = <a class="code" href="group__geomutils.html#gb335a00d0493a23fed5423bc3ea9e463" title="collection of set bits defined in PxMeshGeometryFlag.">PxMeshGeometryFlags</a>()) :
<a name="l00105"></a>00105 PxGeometry (<a class="code" href="structPxGeometryType.html" title="A geometry type.">PxGeometryType</a>::eTRIANGLEMESH),
<a name="l00106"></a>00106 scale (scaling),
<a name="l00107"></a>00107 meshFlags (flags),
<a name="l00108"></a>00108 triangleMesh(mesh)
<a name="l00109"></a>00109 {}
<a name="l00110"></a>00110
<a name="l00121"></a>00121 <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> isValid() <span class="keyword">const</span>;
<a name="l00122"></a>00122
<a name="l00123"></a>00123 <span class="keyword">public</span>:
<a name="l00124"></a><a class="code" href="classPxTriangleMeshGeometry.html#423a7229f2fe693dae9c1eddb8100ef6">00124</a> <a class="code" href="classPxMeshScale.html" title="A class expressing a nonuniform scaling transformation.">PxMeshScale</a> scale;
<a name="l00125"></a><a class="code" href="classPxTriangleMeshGeometry.html#32ce1910ff9ea011bca00f460713f1ef">00125</a> <a class="code" href="classPxFlags.html">PxMeshGeometryFlags</a> meshFlags;
<a name="l00126"></a><a class="code" href="classPxTriangleMeshGeometry.html#114bc6e19dc5bc001ef9cedd1b772a03">00126</a> <a class="code" href="structPxPadding.html">PxPadding<3></a> paddingFromFlags;
<a name="l00127"></a><a class="code" href="classPxTriangleMeshGeometry.html#36384e72aaa256ef42c239da306a0587">00127</a> <a class="code" href="classPxTriangleMesh.html" title="A triangle mesh, also called a &#39;polygon soup&#39;.">PxTriangleMesh</a>* triangleMesh;
<a name="l00128"></a>00128 };
<a name="l00129"></a>00129
<a name="l00130"></a>00130
<a name="l00131"></a><a class="code" href="group__geomutils.html#gaf05257acc89ab07e0994b8c00690256">00131</a> <a class="code" href="group__foundation.html#gcb03347b642a2a5bdea1f9b305a6fbec">PX_INLINE</a> <span class="keywordtype">bool</span> <a class="code" href="group__geomutils.html#gaf05257acc89ab07e0994b8c00690256" title="Returns true if the geometry is valid.">PxTriangleMeshGeometry::isValid</a>()<span class="keyword"> const</span>
<a name="l00132"></a>00132 <span class="keyword"></span>{
<a name="l00133"></a>00133 <span class="keywordflow">if</span>(<a class="code" href="classPxGeometry.html#f24eeb8078fbd12e17206029b52a45b6">mType</a> != <a class="code" href="structPxGeometryType.html#efc79f72c4c479192ac19d41a6f30ed56b3210a7dca3bddcc8755338987725eb">PxGeometryType::eTRIANGLEMESH</a>)
<a name="l00134"></a>00134 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00135"></a>00135 <span class="keywordflow">if</span>(!<a class="code" href="classPxTriangleMeshGeometry.html#423a7229f2fe693dae9c1eddb8100ef6" title="The scaling transformation.">scale</a>.<a class="code" href="classPxMeshScale.html#12f2dbcf5214c4c5956dab0e75831449" title="A nonuniform scaling.">scale</a>.<a class="code" href="classPxVec3.html#65b6f42ac7654a7d79590a2f1d00e160" title="returns true if all 3 elems of the vector are finite (not NAN or INF, etc.)">isFinite</a>() || !<a class="code" href="classPxTriangleMeshGeometry.html#423a7229f2fe693dae9c1eddb8100ef6" title="The scaling transformation.">scale</a>.<a class="code" href="classPxMeshScale.html#63902c04c9a3f326b5f969fa931e53fd" title="The orientation of the scaling axes.">rotation</a>.<a class="code" href="classPxQuat.html#3890ca4efba038ab0fc84bb39c5267db" title="returns true if finite and magnitude is close to unit">isUnit</a>())
<a name="l00136"></a>00136 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00137"></a>00137 <span class="keywordflow">if</span>(!<a class="code" href="classPxTriangleMeshGeometry.html#423a7229f2fe693dae9c1eddb8100ef6" title="The scaling transformation.">scale</a>.<a class="code" href="classPxMeshScale.html#6c8b93430301371e3c5c60fed3e53c3b">isValidForTriangleMesh</a>())
<a name="l00138"></a>00138 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00139"></a>00139 <span class="keywordflow">if</span>(!<a class="code" href="classPxTriangleMeshGeometry.html#36384e72aaa256ef42c239da306a0587" title="A reference to the mesh object.">triangleMesh</a>)
<a name="l00140"></a>00140 <span class="keywordflow">return</span> <span class="keyword">false</span>;
<a name="l00141"></a>00141
<a name="l00142"></a>00142 <span class="keywordflow">return</span> <span class="keyword">true</span>;
<a name="l00143"></a>00143 }
<a name="l00144"></a>00144
<a name="l00145"></a>00145 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00146"></a>00146 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span>
<a name="l00147"></a>00147 <span class="preprocessor">#endif</span>
<a name="l00148"></a>00148 <span class="preprocessor"></span>
<a name="l00150"></a>00150 <span class="preprocessor">#endif</span>
</pre></div></div>
<hr style="width: 100%; height: 2px;"><br>
Copyright © 2008-2017 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a>
</body>
</html>
|