| 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_PHYSICS_EXTENSIONS_CONVEX_MESH_H |
| 32 | #define PX_PHYSICS_EXTENSIONS_CONVEX_MESH_H |
| 33 | /** \addtogroup extensions |
| 34 | @{ |
| 35 | */ |
| 36 | |
| 37 | #include "PxPhysXConfig.h" |
| 38 | #include "common/PxPhysXCommonConfig.h" |
| 39 | |
| 40 | #if !PX_DOXYGEN |
| 41 | namespace physx |
| 42 | { |
| 43 | #endif |
| 44 | |
| 45 | class PxConvexMeshGeometry; |
| 46 | |
| 47 | /** |
| 48 | \brief Computes closest polygon of the convex hull geometry for a given impact point |
| 49 | and impact direction. When doing sweeps against a scene, one might want to delay |
| 50 | the rather expensive computation of the hit face index for convexes until it is clear |
| 51 | the information is really needed and then use this method to get the corresponding |
| 52 | face index. |
| 53 | |
| 54 | \param[in] convexGeom The convex mesh geometry. |
| 55 | \param[in] geomPose Pose for the geometry object. |
| 56 | \param[in] impactPos Impact position. |
| 57 | \param[in] unitDir Normalized impact direction. |
| 58 | |
| 59 | \return Closest face index of the convex geometry. |
| 60 | |
| 61 | @see PxTransform PxConvexMeshGeometry |
| 62 | */ |
| 63 | PxU32 PxFindFaceIndex(const PxConvexMeshGeometry& convexGeom, |
| 64 | const PxTransform& geomPose, |
| 65 | const PxVec3& impactPos, |
| 66 | const PxVec3& unitDir); |
| 67 | |
| 68 | #if !PX_DOXYGEN |
| 69 | } // namespace physx |
| 70 | #endif |
| 71 | |
| 72 | /** @} */ |
| 73 | #endif |
| 74 | |