121 lines
4.3 KiB
C
121 lines
4.3 KiB
C
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_COLLISION_NXTRIANGLEMESHDESC
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#define PX_COLLISION_NXTRIANGLEMESHDESC
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/** \addtogroup cooking
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@{
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*/
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#include "PxPhysXConfig.h"
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#include "geometry/PxSimpleTriangleMesh.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief Descriptor class for #PxTriangleMesh.
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Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh.
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The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the
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user may discard the triangle data.
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@see PxTriangleMesh PxTriangleMeshGeometry PxShape
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*/
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class PxTriangleMeshDesc : public PxSimpleTriangleMesh
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{
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public:
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/**
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Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total.
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Caller may add materialIndexStride bytes to the pointer to access the next triangle.
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When a triangle mesh collides with another object, a material is required at the collision point.
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If materialIndices is NULL, then the material of the PxShape instance is used.
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Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as:
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PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);
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If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index
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used to look up a material. The selection is arbitrary but consistent over time.
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<b>Default:</b> NULL
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@see materialIndexStride
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*/
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PxTypedStridedData<PxMaterialTableIndex> materialIndices;
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/**
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\brief Constructor sets to default.
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*/
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PX_INLINE PxTriangleMeshDesc();
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/**
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\brief (re)sets the structure to the default.
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*/
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PX_INLINE void setToDefault();
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid
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*/
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PX_INLINE bool isValid() const;
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};
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PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default
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{
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PxSimpleTriangleMesh::setToDefault();
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}
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PX_INLINE void PxTriangleMeshDesc::setToDefault()
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{
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*this = PxTriangleMeshDesc();
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}
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PX_INLINE bool PxTriangleMeshDesc::isValid() const
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{
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if(keyPoints.count < 3) //at least 1 trig's worth of points
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return false;
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if ((!triangles.data) && (keyPoints.count%3)) // Non-indexed mesh => we must ensure the geometry defines an implicit number of triangles // i.e. numVertices can't be divided by 3
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return false;
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//add more validity checks here
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if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex))
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return false;
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return PxSimpleTriangleMesh::isValid();
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}
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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