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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- JPH_NAMESPACE_BEGIN
- /// A simple triangle and its material
- class Triangle
- {
- public:
- JPH_OVERRIDE_NEW_DELETE
- /// Constructor
- Triangle() = default;
- Triangle(const Float3 &inV1, const Float3 &inV2, const Float3 &inV3, uint32 inMaterialIndex = 0, uint32 inUserData = 0) : mV { inV1, inV2, inV3 }, mMaterialIndex(inMaterialIndex), mUserData(inUserData) { }
- Triangle(Vec3Arg inV1, Vec3Arg inV2, Vec3Arg inV3, uint32 inMaterialIndex = 0, uint32 inUserData = 0) : mMaterialIndex(inMaterialIndex), mUserData(inUserData) { inV1.StoreFloat3(&mV[0]); inV2.StoreFloat3(&mV[1]); inV3.StoreFloat3(&mV[2]); }
- /// Get center of triangle
- Vec3 GetCentroid() const
- {
- return (Vec3::sLoadFloat3Unsafe(mV[0]) + Vec3::sLoadFloat3Unsafe(mV[1]) + Vec3::sLoadFloat3Unsafe(mV[2])) * (1.0f / 3.0f);
- }
- /// Vertices
- Float3 mV[3];
- uint32 mMaterialIndex = 0; ///< Follows mV[3] so that we can read mV as 4 vectors
- uint32 mUserData = 0; ///< User data that can be used for anything by the application, e.g. for tracking the original index of the triangle
- };
- using TriangleList = Array<Triangle>;
- JPH_NAMESPACE_END
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