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29
30
31#ifndef PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
32#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
33/** \addtogroup geomutils
34 @{
35*/
36
37#include "common/PxPhysXCommonConfig.h"
38#include "foundation/PxVec3.h"
39
40#if !PX_DOXYGEN
41namespace physx
42{
43#endif
44
45/**
46\brief Triangle class.
47*/
48class PxTriangle
49{
50 public:
51 /**
52 \brief Constructor
53 */
54 PX_FORCE_INLINE PxTriangle() {}
55
56 /**
57 \brief Constructor
58
59 \param[in] p0 Point 0
60 \param[in] p1 Point 1
61 \param[in] p2 Point 2
62 */
63 PX_FORCE_INLINE PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
64 {
65 verts[0] = p0;
66 verts[1] = p1;
67 verts[2] = p2;
68 }
69
70 /**
71 \brief Copy constructor
72
73 \param[in] triangle Tri to copy
74 */
75 PX_FORCE_INLINE PxTriangle(const PxTriangle& triangle)
76 {
77 verts[0] = triangle.verts[0];
78 verts[1] = triangle.verts[1];
79 verts[2] = triangle.verts[2];
80 }
81
82 /**
83 \brief Destructor
84 */
85 PX_FORCE_INLINE ~PxTriangle() {}
86
87 /**
88 \brief Assignment operator
89 */
90 PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
91 {
92 verts[0] = triangle.verts[0];
93 verts[1] = triangle.verts[1];
94 verts[2] = triangle.verts[2];
95 }
96
97 /**
98 \brief Compute the normal of the Triangle.
99
100 \param[out] _normal Triangle normal.
101 */
102 PX_FORCE_INLINE void normal(PxVec3& _normal) const
103 {
104 _normal = (verts[1]-verts[0]).cross(v: verts[2]-verts[0]);
105 _normal.normalize();
106 }
107
108 /**
109 \brief Compute the unnormalized normal of the triangle.
110
111 \param[out] _normal Triangle normal (not normalized).
112 */
113 PX_FORCE_INLINE void denormalizedNormal(PxVec3& _normal) const
114 {
115 _normal = (verts[1]-verts[0]).cross(v: verts[2]-verts[0]);
116 }
117
118 /**
119 \brief Compute the area of the triangle.
120
121 \return Area of the triangle.
122 */
123 PX_FORCE_INLINE PxReal area() const
124 {
125 const PxVec3& p0 = verts[0];
126 const PxVec3& p1 = verts[1];
127 const PxVec3& p2 = verts[2];
128 return ((p0 - p1).cross(v: p0 - p2)).magnitude() * 0.5f;
129 }
130
131 /**
132 \return Computes a point on the triangle from u and v barycentric coordinates.
133 */
134 PxVec3 pointFromUV(PxReal u, PxReal v) const { return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
135
136 /**
137 \brief Array of Vertices.
138 */
139 PxVec3 verts[3];
140
141};
142
143
144#if !PX_DOXYGEN
145}
146#endif
147
148/** @} */
149#endif
150

source code of qtquick3dphysics/src/3rdparty/PhysX/include/geometry/PxTriangle.h