godot-module-template/engine/thirdparty/jolt_physics/Jolt/Geometry/Triangle.h

35 lines
1.3 KiB
C++

// 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