// 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_PHYSICS_EXTENSIONS_SMOOTH_NORMALS_H #define PX_PHYSICS_EXTENSIONS_SMOOTH_NORMALS_H /** \addtogroup extensions @{ */ #include "common/PxPhysXCommon.h" /** \brief Builds smooth vertex normals over a mesh. - "smooth" because smoothing groups are not supported here - takes angles into account for correct cube normals computation To use 32bit indices pass a pointer in dFaces and set wFaces to zero. Alternatively pass a pointer to wFaces and set dFaces to zero. \param[in] nbTris Number of triangles \param[in] nbVerts Number of vertices \param[in] verts Array of vertices \param[in] dFaces Array of dword triangle indices, or null \param[in] wFaces Array of word triangle indices, or null \param[out] normals Array of computed normals (assumes nbVerts vectors) \param[in] flip Flips the normals or not \return True on success. */ PX_C_EXPORT bool PX_CALL_CONV PxBuildSmoothNormals(physx::PxU32 nbTris, physx::PxU32 nbVerts, const physx::PxVec3* verts, const physx::PxU32* dFaces, const physx::PxU16* wFaces, physx::PxVec3* normals, bool flip); /** @} */ #endif