Descriptor class for PxTriangleMesh. More...
#include <PxTriangleMeshDesc.h>
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< PxMaterialTableIndex > | materialIndices |
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... | |
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.
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