Projekt_Grafika/dependencies/physx-4.1/include/geometry/PxTriangle.h

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//
// 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) 2008-2019 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 PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
/** \addtogroup geomutils
@{
*/
#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Triangle class.
*/
class PxTriangle
{
public:
/**
\brief Constructor
*/
PX_FORCE_INLINE PxTriangle() {}
/**
\brief Constructor
\param[in] p0 Point 0
\param[in] p1 Point 1
\param[in] p2 Point 2
*/
PX_FORCE_INLINE PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
{
verts[0] = p0;
verts[1] = p1;
verts[2] = p2;
}
/**
\brief Copy constructor
\param[in] triangle Tri to copy
*/
PX_FORCE_INLINE PxTriangle(const PxTriangle& triangle)
{
verts[0] = triangle.verts[0];
verts[1] = triangle.verts[1];
verts[2] = triangle.verts[2];
}
/**
\brief Destructor
*/
PX_FORCE_INLINE ~PxTriangle() {}
/**
\brief Assignment operator
*/
PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
{
verts[0] = triangle.verts[0];
verts[1] = triangle.verts[1];
verts[2] = triangle.verts[2];
}
/**
\brief Compute the normal of the Triangle.
\param[out] _normal Triangle normal.
*/
PX_FORCE_INLINE void normal(PxVec3& _normal) const
{
_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
_normal.normalize();
}
/**
\brief Compute the unnormalized normal of the triangle.
\param[out] _normal Triangle normal (not normalized).
*/
PX_FORCE_INLINE void denormalizedNormal(PxVec3& _normal) const
{
_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
}
/**
\brief Compute the area of the triangle.
\return Area of the triangle.
*/
PX_FORCE_INLINE PxReal area() const
{
const PxVec3& p0 = verts[0];
const PxVec3& p1 = verts[1];
const PxVec3& p2 = verts[2];
return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
}
/**
\return Computes a point on the triangle from u and v barycentric coordinates.
*/
PxVec3 pointFromUV(PxReal u, PxReal v) const { return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
/**
\brief Array of Vertices.
*/
PxVec3 verts[3];
};
#if !PX_DOXYGEN
}
#endif
/** @} */
#endif