genesis-3d_engine/Engine/ExtIncludes/physX3/windows/extensions/PxSmoothNormals.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

62 lines
2.8 KiB
C

// This code contains NVIDIA Confidential Information and is disclosed to you
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#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