// // 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) 2018 NVIDIA Corporation. All rights reserved. #include "RTdef.h" #if RT_COMPILE #ifndef MESH_BASE #define MESH_BASE #include #include #include #include namespace physx { namespace fracture { namespace base { // ----------------------------------------------------------------------------------- class Mesh : public ::physx::shdfnd::UserAllocated { public: Mesh() {}; virtual ~Mesh() {}; const shdfnd::Array &getVertices() const { return mVertices; } const shdfnd::Array &getNormals() const { return mNormals; } const shdfnd::Array &getTexCoords() const { return mTexCoords; } const shdfnd::Array &getIndices() const { return mIndices; } const shdfnd::Array &getNeighbors() const { return mNeighbors; } struct SubMesh { void init() { /*name = "";*/ firstIndex = -1; numIndices = 0; } //std::string name; int firstIndex; int numIndices; }; const shdfnd::Array &getSubMeshes() const { return mSubMeshes; } void normalize(const PxVec3 ¢er, float diagonal); void scale(float diagonal); void getBounds(PxBounds3 &bounds, int subMeshNr = -1) const; void flipV(); // flips v values to hand coordinate system change (Assumes normalized coordinates) bool computeNeighbors(); bool computeWeldedNeighbors(); protected: void clear(); void updateNormals(); shdfnd::Array mVertices; shdfnd::Array mNormals; shdfnd::Array mTexCoords; shdfnd::Array mSubMeshes; shdfnd::Array mIndices; shdfnd::Array mNeighbors; }; } } } #endif #endif