| 1 | // | 
| 2 | // Redistribution and use in source and binary forms, with or without | 
| 3 | // modification, are permitted provided that the following conditions | 
| 4 | // are met: | 
| 5 | //  * Redistributions of source code must retain the above copyright | 
| 6 | //    notice, this list of conditions and the following disclaimer. | 
| 7 | //  * Redistributions in binary form must reproduce the above copyright | 
| 8 | //    notice, this list of conditions and the following disclaimer in the | 
| 9 | //    documentation and/or other materials provided with the distribution. | 
| 10 | //  * Neither the name of NVIDIA CORPORATION nor the names of its | 
| 11 | //    contributors may be used to endorse or promote products derived | 
| 12 | //    from this software without specific prior written permission. | 
| 13 | // | 
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY | 
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | 
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | 
| 17 | // PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR | 
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | 
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | 
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | 
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY | 
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE | 
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 
| 25 | // | 
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. | 
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. | 
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.   | 
| 29 |  | 
| 30 |  | 
| 31 | #ifndef PX_COLLISION_NXTRIANGLEMESHDESC | 
| 32 | #define PX_COLLISION_NXTRIANGLEMESHDESC | 
| 33 | /** \addtogroup cooking | 
| 34 | @{ | 
| 35 | */ | 
| 36 |  | 
| 37 | #include "PxPhysXConfig.h" | 
| 38 | #include "geometry/PxSimpleTriangleMesh.h" | 
| 39 |  | 
| 40 | #if !PX_DOXYGEN | 
| 41 | namespace physx | 
| 42 | { | 
| 43 | #endif | 
| 44 |  | 
| 45 | /** | 
| 46 | \brief Descriptor class for #PxTriangleMesh. | 
| 47 |  | 
| 48 | Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh. | 
| 49 | The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the | 
| 50 | user may discard the triangle data. | 
| 51 |  | 
| 52 | @see PxTriangleMesh PxTriangleMeshGeometry PxShape | 
| 53 | */ | 
| 54 | class PxTriangleMeshDesc : public PxSimpleTriangleMesh | 
| 55 | { | 
| 56 | public: | 
| 57 |  | 
| 58 | 	/** | 
| 59 | 	Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total. | 
| 60 | 	Caller may add materialIndexStride bytes to the pointer to access the next triangle. | 
| 61 |  | 
| 62 | 	When a triangle mesh collides with another object, a material is required at the collision point. | 
| 63 | 	If materialIndices is NULL, then the material of the PxShape instance is used. | 
| 64 | 	Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as:  | 
| 65 | 	PxMaterialTableIndex	index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i); | 
| 66 |  | 
| 67 | 	If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index | 
| 68 | 	used to look up a material. The selection is arbitrary but consistent over time.  | 
| 69 |  | 
| 70 | 	<b>Default:</b> NULL | 
| 71 |  | 
| 72 | 	@see materialIndexStride | 
| 73 | 	*/ | 
| 74 | 	PxTypedStridedData<PxMaterialTableIndex> materialIndices; | 
| 75 |  | 
| 76 | 	/** | 
| 77 | 	\brief Constructor sets to default. | 
| 78 | 	*/ | 
| 79 | 	PX_INLINE PxTriangleMeshDesc();	 | 
| 80 |  | 
| 81 | 	/** | 
| 82 | 	\brief (re)sets the structure to the default.	 | 
| 83 | 	*/ | 
| 84 | 	PX_INLINE void setToDefault(); | 
| 85 |  | 
| 86 | 	/** | 
| 87 | 	\brief Returns true if the descriptor is valid. | 
| 88 | 	\return true if the current settings are valid | 
| 89 | 	*/ | 
| 90 | 	PX_INLINE bool isValid() const; | 
| 91 | }; | 
| 92 |  | 
| 93 | PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc()	//constructor sets to default | 
| 94 | { | 
| 95 | 	PxSimpleTriangleMesh::setToDefault();	 | 
| 96 | } | 
| 97 |  | 
| 98 | PX_INLINE void PxTriangleMeshDesc::setToDefault() | 
| 99 | { | 
| 100 | 	*this = PxTriangleMeshDesc(); | 
| 101 | } | 
| 102 |  | 
| 103 | PX_INLINE bool PxTriangleMeshDesc::isValid() const | 
| 104 | { | 
| 105 | 	if(points.count < 3) 	//at least 1 trig's worth of points | 
| 106 | 		return false; | 
| 107 | 	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 | 
| 108 | 		return false; | 
| 109 | 	//add more validity checks here | 
| 110 | 	if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex)) | 
| 111 | 		return false; | 
| 112 | 	return PxSimpleTriangleMesh::isValid(); | 
| 113 | } | 
| 114 |  | 
| 115 | #if !PX_DOXYGEN | 
| 116 | } // namespace physx | 
| 117 | #endif | 
| 118 |  | 
| 119 | /** @} */ | 
| 120 | #endif | 
| 121 |  |