135 lines
3.4 KiB
C
135 lines
3.4 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_GEOMUTILS_PX_TRIANGLE
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#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
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/** \addtogroup geomutils
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@{
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*/
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#include "common/PxPhysXCommon.h"
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#include "foundation/PxVec3.h"
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#ifndef 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 Triangle class.
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*/
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class PxTriangle
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{
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public:
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/**
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\brief Constructor
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*/
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PX_FORCE_INLINE PxTriangle() {}
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/**
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\brief Constructor
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\param[in] p0 Point 0
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\param[in] p1 Point 1
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\param[in] p2 Point 2
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*/
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PX_FORCE_INLINE PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
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{
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verts[0] = p0;
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verts[1] = p1;
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verts[2] = p2;
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}
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/**
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\brief Copy constructor
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\param[in] triangle Tri to copy
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*/
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PX_FORCE_INLINE PxTriangle(const PxTriangle& triangle)
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{
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verts[0] = triangle.verts[0];
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verts[1] = triangle.verts[1];
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verts[2] = triangle.verts[2];
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}
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/**
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\brief Destructor
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*/
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PX_FORCE_INLINE ~PxTriangle() {}
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/**
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\brief Array of Vertices.
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*/
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PxVec3 verts[3];
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/**
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\brief Compute the normal of the Triangle.
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\param[out] _normal Triangle normal.
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*/
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PX_FORCE_INLINE void normal(PxVec3& _normal) const
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{
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_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
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_normal.normalize();
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}
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/**
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\brief Compute the unnormalized normal of the triangle.
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\param[out] _normal Triangle normal (not normalized).
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*/
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PX_FORCE_INLINE void denormalizedNormal(PxVec3& _normal) const
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{
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_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
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}
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/**
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\brief Compute the area of the triangle.
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\return Area of the triangle.
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*/
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PX_FORCE_INLINE PxReal area() const
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{
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const PxVec3& p0 = verts[0];
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const PxVec3& p1 = verts[1];
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const PxVec3& p2 = verts[2];
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return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
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}
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};
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#ifndef PX_DOXYGEN
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}
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#endif
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/** @} */
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#endif
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