62 lines
2.8 KiB
C
62 lines
2.8 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 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_PHYSICS_EXTENSIONS_SMOOTH_NORMALS_H
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#define PX_PHYSICS_EXTENSIONS_SMOOTH_NORMALS_H
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/** \addtogroup extensions
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@{
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*/
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#include "common/PxPhysXCommon.h"
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/**
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\brief Builds smooth vertex normals over a mesh.
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- "smooth" because smoothing groups are not supported here
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- takes angles into account for correct cube normals computation
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To use 32bit indices pass a pointer in dFaces and set wFaces to zero. Alternatively pass a pointer to
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wFaces and set dFaces to zero.
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\param[in] nbTris Number of triangles
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\param[in] nbVerts Number of vertices
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\param[in] verts Array of vertices
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\param[in] dFaces Array of dword triangle indices, or null
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\param[in] wFaces Array of word triangle indices, or null
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\param[out] normals Array of computed normals (assumes nbVerts vectors)
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\param[in] flip Flips the normals or not
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\return True on success.
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*/
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PX_C_EXPORT bool PX_CALL_CONV PxBuildSmoothNormals(physx::PxU32 nbTris, physx::PxU32 nbVerts, const physx::PxVec3* verts,
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const physx::PxU32* dFaces, const physx::PxU16* wFaces, physx::PxVec3* normals, bool flip);
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/** @} */
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#endif
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