// 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) 2008-2023 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_TRIANGLE_MESH_DESC_H #define PX_TRIANGLE_MESH_DESC_H /** \addtogroup cooking @{ */ #include "PxPhysXConfig.h" #include "geometry/PxSimpleTriangleMesh.h" #include "PxSDFDesc.h" #if !PX_DOXYGEN namespace physx { #endif /** \brief Descriptor class for #PxTriangleMesh. Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh. The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the user may discard the triangle data. @see PxTriangleMesh PxTriangleMeshGeometry PxShape */ class PxTriangleMeshDesc : public PxSimpleTriangleMesh { public: /** Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total. Caller may add materialIndexStride bytes to the pointer to access the next triangle. When a triangle mesh collides with another object, a material is required at the collision point. If materialIndices is NULL, then the material of the PxShape instance is used. Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as: PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i); If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index used to look up a material. The selection is arbitrary but consistent over time. Default: NULL @see materialIndexStride */ PxTypedStridedData materialIndices; /** \brief SDF descriptor. When this descriptor is set, signed distance field is calculated for this convex mesh. Default: NULL */ PxSDFDesc* sdfDesc; /** \brief Constructor sets to default. */ PX_INLINE PxTriangleMeshDesc(); /** \brief (re)sets the structure to the default. */ PX_INLINE void setToDefault(); /** \brief Returns true if the descriptor is valid. \return true if the current settings are valid */ PX_INLINE bool isValid() const; }; PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc() //constructor sets to default { PxSimpleTriangleMesh::setToDefault(); sdfDesc = NULL; } PX_INLINE void PxTriangleMeshDesc::setToDefault() { *this = PxTriangleMeshDesc(); } PX_INLINE bool PxTriangleMeshDesc::isValid() const { if(points.count < 3) //at least 1 trig's worth of points return false; 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 return false; //add more validity checks here if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex)) return false; if (sdfDesc && !sdfDesc->isValid()) return false; return PxSimpleTriangleMesh::isValid(); } #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif