feat(physics): wire physx sdk into build
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engine/third_party/physx/include/extensions/PxConvexMeshExt.h
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engine/third_party/physx/include/extensions/PxConvexMeshExt.h
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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) 2008-2025 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_CONVEX_MESH_EXT_H
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#define PX_CONVEX_MESH_EXT_H
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#include "PxPhysXConfig.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "foundation/PxTransform.h"
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#if !PX_DOXYGEN
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namespace physx
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{
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#endif
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class PxConvexMeshGeometry;
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/**
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\brief Computes closest polygon of the convex hull geometry for a given impact point
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and impact direction. When doing sweeps against a scene, one might want to delay
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the rather expensive computation of the hit face index for convexes until it is clear
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the information is really needed and then use this method to get the corresponding
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face index.
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\param[in] convexGeom The convex mesh geometry.
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\param[in] geomPose Pose for the geometry object.
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\param[in] impactPos Impact position.
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\param[in] unitDir Normalized impact direction.
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\return Closest face index of the convex geometry.
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\see PxTransform PxConvexMeshGeometry
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*/
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PxU32 PxFindFaceIndex(const PxConvexMeshGeometry& convexGeom,
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const PxTransform& geomPose,
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const PxVec3& impactPos,
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const PxVec3& unitDir);
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#if !PX_DOXYGEN
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} // namespace physx
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#endif
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#endif
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