// 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; JPH_NAMESPACE_END