Subversion Repository Public Repository

Divide-Dependencies

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 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_PX_TRIANGLE
#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
/** \addtogroup geomutils
  @{
*/

#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

/**
\brief Triangle class.
*/
class PxTriangle
{
	public:
	/**
	\brief Constructor
	*/
	PX_FORCE_INLINE			PxTriangle() {}

	/**
	\brief Constructor

	\param[in] p0 Point 0
	\param[in] p1 Point 1
	\param[in] p2 Point 2
	*/
	PX_FORCE_INLINE			PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
	{
		verts[0] = p0;
		verts[1] = p1;
		verts[2] = p2;
	}

	/**
	\brief Copy constructor

	\param[in] triangle Tri to copy
	*/
	PX_FORCE_INLINE			PxTriangle(const PxTriangle& triangle)
	{
		verts[0] = triangle.verts[0];
		verts[1] = triangle.verts[1];
		verts[2] = triangle.verts[2];
	}

	/**
	\brief Destructor
	*/
	PX_FORCE_INLINE			~PxTriangle() {}

	/**
	\brief Assignment operator
	*/
	PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
	{
		verts[0] = triangle.verts[0];
		verts[1] = triangle.verts[1];
		verts[2] = triangle.verts[2];
	}

	/**
	\brief Compute the normal of the Triangle.

	\param[out] _normal Triangle normal.
	*/
	PX_FORCE_INLINE	void	normal(PxVec3& _normal) const
	{
		_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
		_normal.normalize();
	}

	/**
	\brief Compute the unnormalized normal of the triangle.

	\param[out] _normal Triangle normal (not normalized).
	*/
	PX_FORCE_INLINE	void	denormalizedNormal(PxVec3& _normal) const
	{
		_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
	}

	/**
	\brief Compute the area of the triangle.

	\return Area of the triangle.
	*/
	PX_FORCE_INLINE	PxReal	area() const
	{
		const PxVec3& p0 = verts[0];
		const PxVec3& p1 = verts[1];
		const PxVec3& p2 = verts[2];
		return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
	}

	/**
	\return Computes a point on the triangle from u and v barycentric coordinates.
	*/
	PxVec3 pointFromUV(PxReal u, PxReal v) const { return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }

	/**
	\brief Array of Vertices.
	*/
	PxVec3		verts[3];

};


#if !PX_DOXYGEN
}
#endif

/** @} */
#endif

Commits for Divide-Dependencies/physx/PhysX_3.4/Include/geometry/PxTriangle.h

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx