// 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_GEOMUTILS_NX_SIMPLETRIANGLEMESH #define PX_PHYSICS_GEOMUTILS_NX_SIMPLETRIANGLEMESH /** \addtogroup geomutils @{ */ #include "foundation/PxVec3.h" #include "geometry/PxPhysXGeomUtils.h" #include "foundation/PxFlags.h" #include "common/PxCoreUtilityTypes.h" #ifndef PX_DOXYGEN namespace physx { #endif /** \brief Enum with flag values to be used in PxSimpleTriangleMesh::flags. */ struct PxMeshFlag { enum Enum { /** \brief Specifies if the SDK should flip normals. 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 a counterclockwise winding in a right handed coordinate system or alternatively a clockwise winding order in a left handed coordinate system. If this does not match the winding order for your triangles, raise the below flag. */ eFLIPNORMALS = (1<<0), e16_BIT_INDICES = (1<<1), // PxMeshFlags; PX_FLAGS_OPERATORS(PxMeshFlag::Enum,PxU16); /** \brief A structure describing a triangle mesh. */ class PxSimpleTriangleMesh { public: /** \brief Pointer to first vertex point. */ PxBoundedData points; /** \brief 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. */ PxBoundedData triangles; /** \brief Flags bits, combined from values of the enum ::PxMeshFlag */ PxMeshFlags flags; /** \brief constructor sets to default. */ PX_INLINE PxSimpleTriangleMesh(); /** \brief (re)sets the structure to the default. */ PX_INLINE void setToDefault(); /** \brief returns true if the current settings are valid */ PX_INLINE bool isValid() const; }; PX_INLINE PxSimpleTriangleMesh::PxSimpleTriangleMesh() { } PX_INLINE void PxSimpleTriangleMesh::setToDefault() { *this = PxSimpleTriangleMesh(); } PX_INLINE bool PxSimpleTriangleMesh::isValid() const { // Check geometry if(points.count > 0xffff && flags & PxMeshFlag::e16_BIT_INDICES) return false; if(!points.data) return false; if(points.stride < sizeof(PxVec3)) //should be at least one point's worth of data return false; // Check topology // The triangles pointer is not mandatory if(triangles.data) { // Indexed mesh PxU32 limit = (flags & PxMeshFlag::e16_BIT_INDICES) ? sizeof(PxU16)*3 : sizeof(PxU32)*3; if(triangles.stride < limit) return false; } return true; } #ifndef PX_DOXYGEN } // namespace physx #endif /** @} */ #endif