Triangle.h 1.3 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. JPH_NAMESPACE_BEGIN
  6. /// A simple triangle and its material
  7. class Triangle
  8. {
  9. public:
  10. JPH_OVERRIDE_NEW_DELETE
  11. /// Constructor
  12. Triangle() = default;
  13. Triangle(const Float3 &inV1, const Float3 &inV2, const Float3 &inV3, uint32 inMaterialIndex = 0, uint32 inUserData = 0) : mV { inV1, inV2, inV3 }, mMaterialIndex(inMaterialIndex), mUserData(inUserData) { }
  14. 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]); }
  15. /// Get center of triangle
  16. Vec3 GetCentroid() const
  17. {
  18. return (Vec3::sLoadFloat3Unsafe(mV[0]) + Vec3::sLoadFloat3Unsafe(mV[1]) + Vec3::sLoadFloat3Unsafe(mV[2])) * (1.0f / 3.0f);
  19. }
  20. /// Vertices
  21. Float3 mV[3];
  22. uint32 mMaterialIndex = 0; ///< Follows mV[3] so that we can read mV as 4 vectors
  23. uint32 mUserData = 0; ///< User data that can be used for anything by the application, e.g. for tracking the original index of the triangle
  24. };
  25. using TriangleList = Array<Triangle>;
  26. JPH_NAMESPACE_END