#ifndef PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
#define PX_PHYSICS_GEOMUTILS_PX_TRIANGLE
#include "common/PxPhysXCommonConfig.h"
#include "foundation/PxVec3.h"
#if !PX_DOXYGEN
namespace physx
{
#endif
class PxTriangle
{
public:
PX_FORCE_INLINE PxTriangle() {}
PX_FORCE_INLINE PxTriangle(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2)
{
verts[0] = p0;
verts[1] = p1;
verts[2] = p2;
}
PX_FORCE_INLINE PxTriangle(const PxTriangle& triangle)
{
verts[0] = triangle.verts[0];
verts[1] = triangle.verts[1];
verts[2] = triangle.verts[2];
}
PX_FORCE_INLINE ~PxTriangle() {}
PX_FORCE_INLINE void operator=(const PxTriangle& triangle)
{
verts[0] = triangle.verts[0];
verts[1] = triangle.verts[1];
verts[2] = triangle.verts[2];
}
PX_FORCE_INLINE void normal(PxVec3& _normal) const
{
_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
_normal.normalize();
}
PX_FORCE_INLINE void denormalizedNormal(PxVec3& _normal) const
{
_normal = (verts[1]-verts[0]).cross(verts[2]-verts[0]);
}
PX_FORCE_INLINE PxReal area() const
{
const PxVec3& p0 = verts[0];
const PxVec3& p1 = verts[1];
const PxVec3& p2 = verts[2];
return ((p0 - p1).cross(p0 - p2)).magnitude() * 0.5f;
}
PxVec3 pointFromUV(PxReal u, PxReal v) const { return (1.0f-u-v)*verts[0] + u*verts[1] + v*verts[2]; }
PxVec3 verts[3];
};
#if !PX_DOXYGEN
}
#endif
#endif