include/geometry/PxTriangle.h

File members: include/geometry/PxTriangle.h

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#ifndef PX_TRIANGLE_H
#define PX_TRIANGLE_H
#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

class PxTriangle
{
    public:
    PX_FORCE_INLINE         PxTriangle() {}

    PX_FORCE_INLINE         PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
    {
        verts[0] = p0;
        verts[1] = p1;
        verts[2] = p2;
    }

    PX_FORCE_INLINE         PxTriangle(const PxTriangle& triangle)
    {
        verts[0] = triangle.verts[0];
        verts[1] = triangle.verts[1];
        verts[2] = triangle.verts[2];
    }

    PX_FORCE_INLINE         ~PxTriangle() {}

    PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
    {
        verts[0] = triangle.verts[0];
        verts[1] = triangle.verts[1];
        verts[2] = triangle.verts[2];
    }

    PX_FORCE_INLINE void    normal(PxVec3& _normal) const
    {
        _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
        _normal.normalize();
    }

    PX_FORCE_INLINE void    denormalizedNormal(PxVec3& _normal) const
    {
        _normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
    }

    PX_FORCE_INLINE PxReal  area() const
    {
        const PxVec3& p0 = verts[0];
        const PxVec3& p1 = verts[1];
        const PxVec3& p2 = verts[2];
        return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
    }

    PX_FORCE_INLINE PxVec3 pointFromUV(PxReal u, PxReal v)  const
    {
        return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2];
    }

    PxVec3      verts[3];
};

class PxTrianglePadded : public PxTriangle
{
public:
    PX_FORCE_INLINE PxTrianglePadded()  {}
    PX_FORCE_INLINE ~PxTrianglePadded() {}
    PxU32   padding;
};

#if !PX_DOXYGEN
}
#endif

#endif