// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // 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_NXTRIANGLEMESHDESC #define PX_COLLISION_NXTRIANGLEMESHDESC /** \addtogroup cooking @{ */ #include "PxPhysX.h" #include "geometry/PxSimpleTriangleMesh.h" #ifndef PX_DOXYGEN namespace physx { #endif /** \brief Descriptor class for #PxTriangleMesh. Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh. The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the user may discard the triangle data. @see PxTriangleMesh PxTriangleMeshGeometry PxShape */ class PxTriangleMeshDesc : public PxSimpleTriangleMesh { public: /** Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total. Caller may add materialIndexStride bytes to the pointer to access the next triangle. When a triangle mesh collides with another object, a material is required at the collision point. If materialIndices is NULL, then the material of the PxShape instance is used. Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as: PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i); If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index used to look up a material. The selection is arbitrary but consistent over time. Default: NULL @see materialIndexStride */ PxTypedStridedData materialIndices; /** The SDK computes convex edges of a mesh and use them for collision detection. This parameter allows you to setup a tolerance for the convex edge detector. Range: (0,inf)
Default: 0.001 */ PxReal convexEdgeThreshold; /** \brief Constructor sets to default. */ PX_INLINE PxTriangleMeshDesc(); /** \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 PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default { PxSimpleTriangleMesh::setToDefault(); convexEdgeThreshold = 0.001f; } PX_INLINE void PxTriangleMeshDesc::setToDefault() { *this = PxTriangleMeshDesc(); } PX_INLINE bool PxTriangleMeshDesc::isValid() const { if(points.count < 3) //at least 1 trig's worth of points return false; if ((!triangles.data) && (points.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 return false; //add more validity checks here if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex)) return false; return PxSimpleTriangleMesh::isValid(); } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif