| 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 | |