inline Vertex *Polyline::vertex(size_t v) { if (closed) { v %= edgeCount(); } else if (v >= edgeCount()) { return v == edgeCount() ? edges.back()->v2 : NULL; } return edges[v]->v1; }
inline size_t Polyline::vertexCount() const { return edgeCount() + (closed ? 0 : 1); }
inline polyline_edge_const_iter Polyline::eend() const { return polyline_edge_const_iter(this, edgeCount()); }
inline polyline_edge_iter Polyline::eend() { return polyline_edge_iter(this, (ssize_t)edgeCount()); }
void NxAbstractMeshDescription::UpdateDerivedInformation(NxApexRenderDebug* renderDebug) { if (numIndices > 0) { pMin = pPosition[pIndices[0]]; pMax = pMin; } avgEdgeLength = 0; avgTriangleArea = 0; PxU32 triCount(numIndices / 3); PxU32 edgeCount(numIndices); for (PxU32 j = 0; j < numIndices; j += 3) { PxU32 i0 = pIndices[j + 0]; PxU32 i1 = pIndices[j + 1]; PxU32 i2 = pIndices[j + 2]; const PxVec3& v0 = pPosition[i0]; const PxVec3& v1 = pPosition[i1]; const PxVec3& v2 = pPosition[i2]; pMin.minimum(v0); pMin.minimum(v1); pMin.minimum(v2); pMax.maximum(v0); pMax.maximum(v1); pMax.maximum(v2); PxVec3 e0 = v1 - v0; PxVec3 e1 = v2 - v1; PxVec3 e2 = v0 - v2; avgEdgeLength += e0.magnitude(); avgEdgeLength += e1.magnitude(); avgEdgeLength += e2.magnitude(); if (renderDebug) { renderDebug->setCurrentColor(renderDebug->getDebugColor(physx::DebugColors::DarkBlue)); renderDebug->debugLine(v0, v1); renderDebug->debugLine(v1, v2); renderDebug->debugLine(v2, v0); renderDebug->setCurrentColor(renderDebug->getDebugColor(physx::DebugColors::Green)); renderDebug->debugPoint(v0, 0.1f); renderDebug->debugPoint(v1, 0.1f); renderDebug->debugPoint(v2, 0.1f); } PxF32 triangleArea = e0.cross(e2).magnitude() * 0.5f; avgTriangleArea += triangleArea; triCount++; } avgEdgeLength /= edgeCount; avgTriangleArea /= triCount; centroid = 0.5f * (pMin + pMax); radius = 0.5f * (pMax - pMin).magnitude(); //printf("Min = <%f, %f, %f>; Max = <%f, %f, %f>; centroid = <%f, %f, %f>; radius = %f; avgEdgeLength = %f; avgTriangleArea = %f;\n", // pMin.x, pMin.y, pMin.z, pMax.x, pMax.y, pMax.z, centroid.x, centroid.y, centroid.z, radius, avgEdgeLength, avgTriangleArea); }