Ajout de Jolt Physics + 1ere version des factory entitecomposants - camera, transform, rigidbody, collider, renderer
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lib/All/JoltPhysics/Jolt/Geometry/Triangle.h
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34
lib/All/JoltPhysics/Jolt/Geometry/Triangle.h
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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JPH_NAMESPACE_BEGIN
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/// A simple triangle and its material
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class Triangle
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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Triangle() = default;
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Triangle(const Float3 &inV1, const Float3 &inV2, const Float3 &inV3, uint32 inMaterialIndex = 0, uint32 inUserData = 0) : mV { inV1, inV2, inV3 }, mMaterialIndex(inMaterialIndex), mUserData(inUserData) { }
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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]); }
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/// Get center of triangle
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Vec3 GetCentroid() const
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{
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return (Vec3::sLoadFloat3Unsafe(mV[0]) + Vec3::sLoadFloat3Unsafe(mV[1]) + Vec3::sLoadFloat3Unsafe(mV[2])) * (1.0f / 3.0f);
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}
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/// Vertices
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Float3 mV[3];
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uint32 mMaterialIndex = 0; ///< Follows mV[3] so that we can read mV as 4 vectors
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uint32 mUserData = 0; ///< User data that can be used for anything by the application, e.g. for tracking the original index of the triangle
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};
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using TriangleList = Array<Triangle>;
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JPH_NAMESPACE_END
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