PxTriangleMeshDesc Class Reference

Descriptor class for PxTriangleMesh. More...

#include <PxTriangleMeshDesc.h>

Inheritance diagram for PxTriangleMeshDesc:
Collaboration diagram for PxTriangleMeshDesc:

Public Member Functions

PX_INLINE PxTriangleMeshDesc ()
 Constructor sets to default. More...
 
PX_INLINE void setToDefault ()
 (re)sets the structure to the default. More...
 
PX_INLINE bool isValid () const
 Returns true if the descriptor is valid. More...
 
- Public Member Functions inherited from PxSimpleTriangleMesh
PX_INLINE PxSimpleTriangleMesh ()
 constructor sets to default. More...
 
PX_INLINE void setToDefault ()
 (re)sets the structure to the default. More...
 
PX_INLINE bool isValid () const
 returns true if the current settings are valid More...
 

Public Attributes

PxTypedStridedData< PxMaterialTableIndexmaterialIndices
 
- Public Attributes inherited from PxSimpleTriangleMesh
PxBoundedData points
 Pointer to first vertex point. More...
 
PxBoundedData triangles
 Pointer to first triangle. More...
 
PxMeshFlags flags
 Flags bits, combined from values of the enum PxMeshFlag. More...
 

Detailed Description

Descriptor class for PxTriangleMesh.

Note that this class is derived from PxSimpleTriangleMesh which contains the members that describe the basic mesh. The mesh data is *copied* when an PxTriangleMesh object is created from this descriptor. After the call the user may discard the triangle data.

See also
PxTriangleMesh PxTriangleMeshGeometry PxShape

Member Data Documentation

◆ materialIndices

PxTypedStridedData<PxMaterialTableIndex> PxTriangleMeshDesc::materialIndices

Optional pointer to first material index, or NULL. There are PxSimpleTriangleMesh::numTriangles indices in total. Caller may add materialIndexStride bytes to the pointer to access the next triangle.

When a triangle mesh collides with another object, a material is required at the collision point. If materialIndices is NULL, then the material of the PxShape instance is used. Otherwise, if the point of contact is on a triangle with index i, then the material index is determined as: PxMaterialTableIndex index = *(PxMaterialTableIndex *)(((PxU8*)materialIndices) + materialIndexStride * i);

If the contact point falls on a vertex or an edge, a triangle adjacent to the vertex or edge is selected, and its index used to look up a material. The selection is arbitrary but consistent over time.

Default: NULL

See also
materialIndexStride

The documentation for this class was generated from the following file: