94 lines
3.1 KiB
C++
94 lines
3.1 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#include "RTdef.h"
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#if RT_COMPILE
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#ifndef MESH_BASE
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#define MESH_BASE
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#include <foundation/PxVec3.h>
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#include <foundation/PxVec2.h>
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#include <PsArray.h>
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#include <PsUserAllocated.h>
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namespace physx
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{
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namespace fracture
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{
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namespace base
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{
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// -----------------------------------------------------------------------------------
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class Mesh : public ::physx::shdfnd::UserAllocated
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{
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public:
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Mesh() {};
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virtual ~Mesh() {};
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const shdfnd::Array<PxVec3> &getVertices() const { return mVertices; }
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const shdfnd::Array<PxVec3> &getNormals() const { return mNormals; }
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const shdfnd::Array<PxVec2> &getTexCoords() const { return mTexCoords; }
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const shdfnd::Array<PxU32> &getIndices() const { return mIndices; }
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const shdfnd::Array<int> &getNeighbors() const { return mNeighbors; }
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struct SubMesh {
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void init() { /*name = "";*/ firstIndex = -1; numIndices = 0; }
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//std::string name;
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int firstIndex;
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int numIndices;
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};
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const shdfnd::Array<SubMesh> &getSubMeshes() const { return mSubMeshes; }
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void normalize(const PxVec3 ¢er, float diagonal);
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void scale(float diagonal);
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void getBounds(PxBounds3 &bounds, int subMeshNr = -1) const;
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void flipV(); // flips v values to hand coordinate system change (Assumes normalized coordinates)
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bool computeNeighbors();
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bool computeWeldedNeighbors();
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protected:
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void clear();
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void updateNormals();
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shdfnd::Array<PxVec3> mVertices;
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shdfnd::Array<PxVec3> mNormals;
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shdfnd::Array<PxVec2> mTexCoords;
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shdfnd::Array<SubMesh> mSubMeshes;
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shdfnd::Array<PxU32> mIndices;
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shdfnd::Array<int> mNeighbors;
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};
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}
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}
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}
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#endif
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#endif |