NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxTriangleMeshDesc.h Source File

NVIDIA PhysX SDK 3.4 API

PxTriangleMeshDesc.h

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00029 
00030 
00031 #ifndef PX_COLLISION_NXTRIANGLEMESHDESC
00032 #define PX_COLLISION_NXTRIANGLEMESHDESC
00033 
00037 #include "PxPhysXConfig.h"
00038 #include "geometry/PxSimpleTriangleMesh.h"
00039 
00040 #if !PX_DOXYGEN
00041 namespace physx
00042 {
00043 #endif
00044 
00054 class PxTriangleMeshDesc : public PxSimpleTriangleMesh
00055 {
00056 public:
00057 
00074     PxTypedStridedData<PxMaterialTableIndex> materialIndices;
00075 
00079     PX_INLINE PxTriangleMeshDesc(); 
00080 
00084     PX_INLINE void setToDefault();
00085 
00090     PX_INLINE bool isValid() const;
00091 };
00092 
00093 PX_INLINE PxTriangleMeshDesc::PxTriangleMeshDesc()  //constructor sets to default
00094 {
00095     PxSimpleTriangleMesh::setToDefault();   
00096 }
00097 
00098 PX_INLINE void PxTriangleMeshDesc::setToDefault()
00099 {
00100     *this = PxTriangleMeshDesc();
00101 }
00102 
00103 PX_INLINE bool PxTriangleMeshDesc::isValid() const
00104 {
00105     if(points.count < 3)    //at least 1 trig's worth of points
00106         return false;
00107     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
00108         return false;
00109     //add more validity checks here
00110     if (materialIndices.data && materialIndices.stride < sizeof(PxMaterialTableIndex))
00111         return false;
00112     return PxSimpleTriangleMesh::isValid();
00113 }
00114 
00115 #if !PX_DOXYGEN
00116 } // namespace physx
00117 #endif
00118 
00120 #endif


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