feat(physics): wire physx sdk into build
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engine/third_party/physx/include/extensions/PxSmoothNormals.h
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engine/third_party/physx/include/extensions/PxSmoothNormals.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_SMOOTH_NORMALS_H
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#define PX_SMOOTH_NORMALS_H
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#include "foundation/PxVec3.h"
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#include "common/PxPhysXCommonConfig.h"
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/**
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\brief Builds smooth vertex normals over a mesh.
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- "smooth" because smoothing groups are not supported here
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- takes angles into account for correct cube normals computation
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To use 32bit indices pass a pointer in dFaces and set wFaces to zero. Alternatively pass a pointer to
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wFaces and set dFaces to zero.
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\param[in] nbTris Number of triangles
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\param[in] nbVerts Number of vertices
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\param[in] verts Array of vertices
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\param[in] dFaces Array of dword triangle indices, or null
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\param[in] wFaces Array of word triangle indices, or null
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\param[out] normals Array of computed normals (assumes nbVerts vectors)
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\param[in] flip Flips the normals or not
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\return True on success.
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*/
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PX_C_EXPORT bool PX_CALL_CONV PxBuildSmoothNormals(physx::PxU32 nbTris, physx::PxU32 nbVerts, const physx::PxVec3* verts,
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const physx::PxU32* dFaces, const physx::PxU16* wFaces, physx::PxVec3* normals, bool flip);
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#endif
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