6e8fbca745
match the genesis editor version 1.3.0.653.
131 lines
4.6 KiB
C++
131 lines
4.6 KiB
C++
// 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_COLLISION_NXTRIANGLEMESHDESC
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#define PX_COLLISION_NXTRIANGLEMESHDESC
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/** \addtogroup cooking
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@{
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*/
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#include "PxPhysX.h"
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#include "geometry/PxSimpleTriangleMesh.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 Descriptor class for #PxTriangleMesh.
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Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh.
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The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the
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user may discard the triangle data.
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@see PxTriangleMesh PxTriangleMeshGeometry PxShape
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*/
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class PxTriangleMeshDesc : public PxSimpleTriangleMesh
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{
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public:
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/**
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Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total.
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Caller may add materialIndexStride bytes to the pointer to access the next triangle.
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When a triangle mesh collides with another object, a material is required at the collision point.
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If materialIndices is NULL, then the material of the PxShape instance is used.
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Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as:
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PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);
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If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index
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used to look up a material. The selection is arbitrary but consistent over time.
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<b>Default:</b> NULL
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@see materialIndexStride
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*/
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PxTypedStridedData<PxMaterialTableIndex> materialIndices;
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/**
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The SDK computes convex edges of a mesh and use them for collision detection. This parameter allows you to
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setup a tolerance for the convex edge detector.
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<b>Range:</b> (0,inf)<br>
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<b>Default:</b> 0.001
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*/
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PxReal convexEdgeThreshold;
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/**
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\brief Constructor sets to default.
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*/
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PX_INLINE PxTriangleMeshDesc();
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/**
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\brief (re)sets the structure to the default.
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*/
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PX_INLINE void setToDefault();
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/**
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\brief Returns true if the descriptor is valid.
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\return true if the current settings are valid
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*/
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PX_INLINE bool isValid() const;
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};
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PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default
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{
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PxSimpleTriangleMesh::setToDefault();
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convexEdgeThreshold = 0.001f;
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}
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PX_INLINE void PxTriangleMeshDesc::setToDefault()
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{
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*this = PxTriangleMeshDesc();
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}
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PX_INLINE bool PxTriangleMeshDesc::isValid() const
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{
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if(points.count < 3) //at least 1 trig's worth of points
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return false;
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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
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return false;
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//add more validity checks here
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if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex))
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return false;
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return PxSimpleTriangleMesh::isValid();
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}
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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