aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Documentation/PhysXAPI/files/PxTriangle_8h-source.html
blob: 27883f82be05dbb5690c1f544246ba8a359c1b1d (plain) (blame)
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
<html>
	<head>
		<title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTriangle.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> &nbsp; 
				<a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; 
				<a class="qindex" href="annotated.html">Compound List</a> &nbsp; 
				<a class="qindex" href="functions.html">Compound Members</a> &nbsp;  
			</center>
			<hr class="second">
		</div>
<!-- Generated by Doxygen 1.5.8 -->
<h1>PxTriangle.h</h1><a href="PxTriangle_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_PHYSICS_GEOMUTILS_PX_TRIANGLE</span>
<a name="l00032"></a>00032 <span class="preprocessor"></span><span class="preprocessor">#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE</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="PxVec3_8h.html">foundation/PxVec3.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="l00048"></a><a class="code" href="classPxTriangle.html">00048</a> <span class="keyword">class </span><a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>
<a name="l00049"></a>00049 {
<a name="l00050"></a>00050     <span class="keyword">public</span>:
<a name="l00054"></a><a class="code" href="classPxTriangle.html#a85f97202f9b4811cdacc3f126da023b">00054</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a>         <a class="code" href="classPxTriangle.html#a85f97202f9b4811cdacc3f126da023b" title="Constructor.">PxTriangle</a>() {}
<a name="l00055"></a>00055 
<a name="l00063"></a><a class="code" href="classPxTriangle.html#4c5c6f1913b2e0c3bb2fc82a5d3a5971">00063</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a>         <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p0, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p1, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p2)
<a name="l00064"></a>00064     {
<a name="l00065"></a>00065         verts[0] = p0;
<a name="l00066"></a>00066         verts[1] = p1;
<a name="l00067"></a>00067         verts[2] = p2;
<a name="l00068"></a>00068     }
<a name="l00069"></a>00069 
<a name="l00075"></a><a class="code" href="classPxTriangle.html#af7b90f828324f6ec1d48ef6b1776728">00075</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a>         <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>(<span class="keyword">const</span> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>&amp; triangle)
<a name="l00076"></a>00076     {
<a name="l00077"></a>00077         verts[0] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[0];
<a name="l00078"></a>00078         verts[1] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[1];
<a name="l00079"></a>00079         verts[2] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[2];
<a name="l00080"></a>00080     }
<a name="l00081"></a>00081 
<a name="l00085"></a><a class="code" href="classPxTriangle.html#6d735ae1b3aa144817424b64ce0dc76e">00085</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a>         <a class="code" href="classPxTriangle.html#6d735ae1b3aa144817424b64ce0dc76e" title="Destructor.">~PxTriangle</a>() {}
<a name="l00086"></a>00086 
<a name="l00090"></a><a class="code" href="classPxTriangle.html#e4c701d8c6f8ca3cbe652546d063f8fa">00090</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span> operator=(<span class="keyword">const</span> <a class="code" href="classPxTriangle.html" title="Triangle class.">PxTriangle</a>&amp; triangle)
<a name="l00091"></a>00091     {
<a name="l00092"></a>00092         verts[0] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[0];
<a name="l00093"></a>00093         verts[1] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[1];
<a name="l00094"></a>00094         verts[2] = triangle.<a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef" title="Array of Vertices.">verts</a>[2];
<a name="l00095"></a>00095     }
<a name="l00096"></a>00096 
<a name="l00102"></a><a class="code" href="classPxTriangle.html#3a958fe9976dcf25c09527f819527181">00102</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span>    normal(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; _normal)<span class="keyword"> const</span>
<a name="l00103"></a>00103 <span class="keyword">    </span>{
<a name="l00104"></a>00104         _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
<a name="l00105"></a>00105         _normal.<a class="code" href="classPxVec3.html#b67c4b05db03b0ceeddc74b1f6f77af5" title="normalizes the vector in place">normalize</a>();
<a name="l00106"></a>00106     }
<a name="l00107"></a>00107 
<a name="l00113"></a><a class="code" href="classPxTriangle.html#2d7de197aa065e126b4074ca1a0e72f4">00113</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <span class="keywordtype">void</span>    denormalizedNormal(<a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; _normal)<span class="keyword"> const</span>
<a name="l00114"></a>00114 <span class="keyword">    </span>{
<a name="l00115"></a>00115         _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
<a name="l00116"></a>00116     }
<a name="l00117"></a>00117 
<a name="l00123"></a><a class="code" href="classPxTriangle.html#63a3f11c88b7bae333453a44a1d1bb29">00123</a>     <a class="code" href="group__foundation.html#g6a774eed3cad34b0f636332a3d28c6bb">PX_FORCE_INLINE</a> <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a>  area()<span class="keyword"> const</span>
<a name="l00124"></a>00124 <span class="keyword">    </span>{
<a name="l00125"></a>00125         <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p0 = verts[0];
<a name="l00126"></a>00126         <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p1 = verts[1];
<a name="l00127"></a>00127         <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>&amp; p2 = verts[2];
<a name="l00128"></a>00128         <span class="keywordflow">return</span> ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
<a name="l00129"></a>00129     }
<a name="l00130"></a>00130 
<a name="l00134"></a><a class="code" href="classPxTriangle.html#a8871506b2da5d6a82ffb5bb7410cb39">00134</a>     <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="classPxTriangle.html#a8871506b2da5d6a82ffb5bb7410cb39">pointFromUV</a>(<a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> u, <a class="code" href="namespacephysx.html#727d2d8426e2a21ebbc522fa65c3f97a">PxReal</a> v)<span class="keyword"> const </span>{ <span class="keywordflow">return</span> (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
<a name="l00135"></a>00135 
<a name="l00139"></a><a class="code" href="classPxTriangle.html#308bb439efe9075396068e251da9e0ef">00139</a>     <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>      verts[3];
<a name="l00140"></a>00140 
<a name="l00141"></a>00141 };
<a name="l00142"></a>00142 
<a name="l00143"></a>00143 
<a name="l00144"></a>00144 <span class="preprocessor">#if !PX_DOXYGEN</span>
<a name="l00145"></a>00145 <span class="preprocessor"></span>}
<a name="l00146"></a>00146 <span class="preprocessor">#endif</span>
<a name="l00147"></a>00147 <span class="preprocessor"></span>
<a name="l00149"></a>00149 <span class="preprocessor">#endif</span>
</pre></div></div>

<hr style="width: 100%; height: 2px;"><br>
Copyright &copy; 2008-2018 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>