00001 // This code contains NVIDIA Confidential Information and is disclosed to you 00002 // under a form of NVIDIA software license agreement provided separately to you. 00003 // 00004 // Notice 00005 // NVIDIA Corporation and its licensors retain all intellectual property and 00006 // proprietary rights in and to this software and related documentation and 00007 // any modifications thereto. Any use, reproduction, disclosure, or 00008 // distribution of this software and related documentation without an express 00009 // license agreement from NVIDIA Corporation is strictly prohibited. 00010 // 00011 // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES 00012 // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 00013 // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, 00014 // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. 00015 // 00016 // Information and code furnished is believed to be accurate and reliable. 00017 // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such 00018 // information or for any infringement of patents or other rights of third parties that may 00019 // result from its use. No license is granted by implication or otherwise under any patent 00020 // or patent rights of NVIDIA Corporation. Details are subject to change without notice. 00021 // This code supersedes and replaces all information previously supplied. 00022 // NVIDIA Corporation products are not authorized for use as critical 00023 // components in life support devices or systems without express written approval of 00024 // NVIDIA Corporation. 00025 // 00026 // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. 00027 // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. 00028 // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. 00029 00030 00031 #ifndef PX_PHYSICS_NX_CLOTHMESHDESC 00032 #define PX_PHYSICS_NX_CLOTHMESHDESC 00033 00037 #include "common/PxPhysXCommonConfig.h" 00038 #include "geometry/PxSimpleTriangleMesh.h" 00039 00040 #if !PX_DOXYGEN 00041 namespace physx 00042 { 00043 #endif 00044 00051 class PxClothMeshDesc 00052 { 00053 public: 00054 00058 PxBoundedData points; 00059 00067 PxBoundedData invMasses; 00068 00083 PxBoundedData triangles; 00084 00099 PxBoundedData quads; 00100 00104 PxMeshFlags flags; 00105 00109 PX_INLINE PxClothMeshDesc(); 00113 PX_INLINE void setToDefault(); 00118 PX_INLINE bool isValid() const; 00119 }; 00120 00121 PX_INLINE PxClothMeshDesc::PxClothMeshDesc() //constructor sets to default 00122 { 00123 } 00124 00125 PX_INLINE void PxClothMeshDesc::setToDefault() 00126 { 00127 *this = PxClothMeshDesc(); 00128 } 00129 00130 PX_INLINE bool PxClothMeshDesc::isValid() const 00131 { 00132 if(points.count < 3) //at least 1 trig's worth of points 00133 return false; 00134 if(points.count > 0xffff && flags & PxMeshFlag::e16_BIT_INDICES) 00135 return false; 00136 if(!points.data) 00137 return false; 00138 if(points.stride < sizeof(PxVec3)) //should be at least one point's worth of data 00139 return false; 00140 00141 if(invMasses.data && invMasses.stride < sizeof(float)) 00142 return false; 00143 if(invMasses.data && invMasses.count != points.count) 00144 return false; 00145 00146 if (!triangles.count && !quads.count) // no support for non-indexed mesh 00147 return false; 00148 if (triangles.count && !triangles.data) 00149 return false; 00150 if (quads.count && !quads.data) 00151 return false; 00152 00153 PxU32 indexSize = (flags & PxMeshFlag::e16_BIT_INDICES) ? sizeof(PxU16) : sizeof(PxU32); 00154 if(triangles.count && triangles.stride < indexSize*3) 00155 return false; 00156 if(quads.count && quads.stride < indexSize*4) 00157 return false; 00158 00159 return true; 00160 } 00161 00162 #if !PX_DOXYGEN 00163 } // namespace physx 00164 #endif 00165 00167 #endif