genesis-3d_engine/Engine/ExtIncludes/physX3/windows/cooking/PxConvexMeshDesc.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

217 lines
6.1 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// This code supersedes and replaces all information previously supplied.
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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<PxConvexFlag::Enum,PxU16> PxConvexFlags;
PX_FLAGS_OPERATORS(PxConvexFlag::Enum,PxU16);
typedef PxVec3 PxPoint;
/**
\brief Descriptor class for #PxConvexMesh.
\note The number of vertices and the number of convex polygons in a cooked convex mesh is limited to 256.
@see PxConvexMesh PxConvexMeshGeometry PxShape PxPhysics.createConvexMesh()
*/
class PxConvexMeshDesc
{
public:
/**
\brief Pointer to array of vertex positions.
Pointer to first vertex point. Caller may add pointStrideBytes bytes to the pointer to access the next point.
<b>Default:</b> NULL
*/
PxBoundedData points;
/**
\brief Pointer to array of triangle indices.
<p>Pointer to first triangle. Caller may add triangleStrideBytes bytes to the pointer to access the next triangle.</p>
<p><pre>These are triplets of 0 based indices:
vert0 vert1 vert2
vert0 vert1 vert2
vert0 vert1 vert2
...</pre></p>
<p>Where vertex is either a 32 or 16 bit unsigned integer. There are numTriangles*3 indices.</p>
<p>This is declared as a void pointer because it is actually either an PxU16 or a PxU32 pointer.</p>
<b>Default:</b> NULL
@see PxConvexFlag::e16_BIT_INDICES
*/
PxBoundedData triangles;
/**
\brief Flags bits, combined from values of the enum ::PxConvexFlag
<b>Default:</b> 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