// // 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