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
132
|
//
// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef GU_TRIANGLE32_H
#define GU_TRIANGLE32_H
#include "foundation/PxVec3.h"
#include "CmPhysXCommon.h"
#include "PsUtilities.h"
namespace physx
{
namespace Gu
{
/**
\brief Structure used to store indices for a triangles points. T is either PxU32 or PxU16
*/
template <class T>
struct TriangleT// : public Ps::UserAllocated
{
PX_INLINE TriangleT() {}
PX_INLINE TriangleT(T a, T b, T c) { v[0] = a; v[1] = b; v[2] = c; }
template <class TX>
PX_INLINE TriangleT(const TriangleT<TX>& other) { v[0] = other[0]; v[1] = other[1]; v[2] = other[2]; }
PX_INLINE T& operator[](T i) { return v[i]; }
template<class TX>//any type of TriangleT<>, possibly with different T
PX_INLINE TriangleT<T>& operator=(const TriangleT<TX>& i) { v[0]=i[0]; v[1]=i[1]; v[2]=i[2]; return *this; }
PX_INLINE const T& operator[](T i) const { return v[i]; }
void flip()
{
Ps::swap(v[1], v[2]);
}
PX_INLINE void center(const PxVec3* verts, PxVec3& center) const
{
const PxVec3& p0 = verts[v[0]];
const PxVec3& p1 = verts[v[1]];
const PxVec3& p2 = verts[v[2]];
center = (p0+p1+p2)*0.33333333333333333333f;
}
float area(const PxVec3* verts) const
{
const PxVec3& p0 = verts[v[0]];
const PxVec3& p1 = verts[v[1]];
const PxVec3& p2 = verts[v[2]];
return ((p0-p1).cross(p0-p2)).magnitude() * 0.5f;
}
PxU8 findEdge(T vref0, T vref1) const
{
if(v[0]==vref0 && v[1]==vref1) return 0;
else if(v[0]==vref1 && v[1]==vref0) return 0;
else if(v[0]==vref0 && v[2]==vref1) return 1;
else if(v[0]==vref1 && v[2]==vref0) return 1;
else if(v[1]==vref0 && v[2]==vref1) return 2;
else if(v[1]==vref1 && v[2]==vref0) return 2;
return 0xff;
}
// counter clock wise order
PxU8 findEdgeCCW(T vref0, T vref1) const
{
if(v[0]==vref0 && v[1]==vref1) return 0;
else if(v[0]==vref1 && v[1]==vref0) return 0;
else if(v[0]==vref0 && v[2]==vref1) return 2;
else if(v[0]==vref1 && v[2]==vref0) return 2;
else if(v[1]==vref0 && v[2]==vref1) return 1;
else if(v[1]==vref1 && v[2]==vref0) return 1;
return 0xff;
}
bool replaceVertex(T oldref, T newref)
{
if(v[0]==oldref) { v[0] = newref; return true; }
else if(v[1]==oldref) { v[1] = newref; return true; }
else if(v[2]==oldref) { v[2] = newref; return true; }
return false;
}
bool isDegenerate() const
{
if(v[0]==v[1]) return true;
if(v[1]==v[2]) return true;
if(v[2]==v[0]) return true;
return false;
}
PX_INLINE void denormalizedNormal(const PxVec3* verts, PxVec3& normal) const
{
const PxVec3& p0 = verts[v[0]];
const PxVec3& p1 = verts[v[1]];
const PxVec3& p2 = verts[v[2]];
normal = ((p2 - p1).cross(p0 - p1));
}
T v[3]; //vertex indices
};
}
}
#endif
|