genesis-3d_engine/Engine/ExtIncludes/physX3/windows/geometry/PxSimpleTriangleMesh.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

167 lines
4.6 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
// 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
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// 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), //<! Denotes the use of 16-bit vertex indices
};
};
/**
\brief collection of set bits defined in PxMeshFlag.
@see PxMeshFlag
*/
typedef PxFlags<PxMeshFlag::Enum,PxU16> 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