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// Copyright (c) 2008-2013 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_COLLISION_NXCONVEXMESHDESC
#define PX_COLLISION_NXCONVEXMESHDESC
/** \addtogroup cooking
@{
*/
#include "foundation/PxVec3.h"
#include "foundation/PxFlags.h"
#include "common/PxCoreUtilityTypes.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief Flags which describe the format and behavior of a convex mesh.
*/
struct PxConvexFlag
{
enum Enum
{
/**
\brief Used to flip the normals if the winding order is reversed.
The Nx libraries assume that the face normal of a triangle with vertices [a,b,c] can be computed as:
edge1 = b-a
edge2 = c-a
face_normal = edge1 x edge2.
Note: this is the same as counterclockwise winding in a right handed graphics coordinate system.
If this does not match the winding order for your triangles, raise the below flag.
*/
eFLIPNORMALS = (1<<0),
/**
Denotes the use of 16-bit vertex indices in PxConvexMeshDesc::triangles.
(otherwise, 32-bit indices are assumed)
@see #PxConvexMeshDesc.triangles
*/
e16_BIT_INDICES = (1<<1),
/**
Automatically recomputes the hull from the vertices. If this flag is not set, you must provide the entire geometry manually.
*/
eCOMPUTE_CONVEX = (1<<2),
/**
\brief Inflates the convex object according to skin width
\note This flag is only used in combination with eCOMPUTE_CONVEX.
@see PxCookingParams
*/
eINFLATE_CONVEX = (1<<3),
/**
\brief Instructs cooking to save normals uncompressed. The cooked hull data will be larger, but will load faster.
@see PxCookingParams
*/
eUSE_UNCOMPRESSED_NORMALS = (1<<5),
};
};
/**
\brief collection of set bits defined in PxConvexFlag.
@see PxConvexFlag
*/
typedef PxFlags Pointer to first triangle. Caller may add triangleStrideBytes bytes to the pointer to access the next triangle.These are triplets of 0 based indices:
vert0 vert1 vert2
vert0 vert1 vert2
vert0 vert1 vert2
...
Where vertex is either a 32 or 16 bit unsigned integer. There are numTriangles*3 indices.
This is declared as a void pointer because it is actually either an PxU16 or a PxU32 pointer.
Default: NULL @see PxConvexFlag::e16_BIT_INDICES */ PxBoundedData triangles; /** \brief Flags bits, combined from values of the enum ::PxConvexFlag Default: 0 */ PxConvexFlags flags; /** \brief constructor sets to default. */ PX_INLINE PxConvexMeshDesc(); /** \brief (re)sets the structure to the default. */ PX_INLINE void setToDefault(); /** \brief Returns true if the descriptor is valid. \return True if the current settings are valid */ PX_INLINE bool isValid() const; }; PX_INLINE PxConvexMeshDesc::PxConvexMeshDesc() //constructor sets to default { } PX_INLINE void PxConvexMeshDesc::setToDefault() { *this = PxConvexMeshDesc(); } PX_INLINE bool PxConvexMeshDesc::isValid() const { // Check geometry if(points.count < 3 || //at least 1 trig's worth of points (points.count > 0xffff && flags & PxConvexFlag::e16_BIT_INDICES)) return false; if(!points.data) return false; if(points.stride < sizeof(PxPoint)) //should be at least one point's worth of data return false; // Check topology // The triangles pointer is not mandatory: the vertex cloud is enough to define the convex hull. if(triangles.data) { // Indexed mesh if(triangles.count < 2) //some algos require at least 2 trigs return false; PxU32 limit = (flags & PxConvexFlag::e16_BIT_INDICES) ? sizeof(PxU16)*3 : sizeof(PxU32)*3; if(triangles.stride < limit) return false; } else { // We can compute the hull from the vertices if(!(flags & PxConvexFlag::eCOMPUTE_CONVEX)) return false; // If the mesh is convex and we're not allowed to compute the hull, // you have to provide it completely (geometry & topology). } return true; } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif