// // 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 GU_TRIANGLE_VERTEX_POINTERS_H #define GU_TRIANGLE_VERTEX_POINTERS_H #include "geometry/PxTriangleMesh.h" #include "GuTriangleMesh.h" namespace physx { namespace Gu { // PT: TODO: replace with Gu::TriangleMesh::getLocalTriangle(...) struct TriangleVertexPointers { static void PX_FORCE_INLINE getTriangleVerts(const TriangleMesh* mesh, PxU32 triangleIndex, PxVec3& v0, PxVec3& v1, PxVec3& v2) { const PxVec3* verts = mesh->getVerticesFast(); if(mesh->has16BitIndices()) { const PxU16* tris = reinterpret_cast(mesh->getTrianglesFast()); const PxU16* inds = tris+triangleIndex*3; v0 = verts[inds[0]]; v1 = verts[inds[1]]; v2 = verts[inds[2]]; } else { const PxU32* tris = reinterpret_cast(mesh->getTrianglesFast()); const PxU32* inds = tris+triangleIndex*3; v0 = verts[inds[0]]; v1 = verts[inds[1]]; v2 = verts[inds[2]]; } } }; } } // physx, Gu #endif