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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h')
| -rw-r--r-- | sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h | 200 |
1 files changed, 38 insertions, 162 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h b/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h index 83942f4..c5cb5b1 100644 --- a/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h +++ b/sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h @@ -1,12 +1,30 @@ -/* -* Copyright (c) 2016-2017, NVIDIA CORPORATION. All rights reserved. -* -* NVIDIA CORPORATION and its licensors retain all intellectual property -* and proprietary rights in and to this software, related documentation -* and any modifications thereto. Any use, reproduction, disclosure or -* distribution of this software and related documentation without an express -* license agreement from NVIDIA CORPORATION is strictly prohibited. -*/ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2016-2017 NVIDIA Corporation. All rights reserved. + #ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H #define NVBLASTEXTAUTHORINGTRIANGULATOR_H @@ -22,95 +40,19 @@ namespace Nv { namespace Blast { -class SimplexNoise; - -/** - Vertex comparator for vertex welding. -*/ -struct VrtComp -{ - bool operator()(const Vertex& a, const Vertex& b) const; -}; - -/** - Vertex comparator for vertex welding (not accounts normal and uv parameters of vertice). -*/ -struct VrtPositionComparator -{ - bool operator()(const physx::PxVec3& a, const physx::PxVec3& b) const; -}; - -/** - Structure used on tesselation stage. Maps edge to two neighboor triangles -*/ -struct EdgeToTriangles -{ - int32_t tr[2]; - int32_t c; - EdgeToTriangles() - { - c = 0; - } - /** - Add triangle to edge. Should not be called more than twice for one edge!!!!. - */ - void add(int32_t t) - { - tr[c] = t; - ++c; - } - /** - Replaces mapping from one triangle to another. - */ - void replace(int32_t from, int32_t to) - { - if (tr[0] == from) - { - tr[0] = to; - } - else - { - if (c == 2 && tr[1] == from) - { - tr[1] = to; - } - } - } - /** - Get triangle which is mapped by this edge and which index is different than provided. - */ - int32_t getNot(int32_t id) - { - if (tr[0] != id) - { - return tr[0]; - } - if (c == 2 && tr[1] != id) - { - return tr[1]; - } - return -1; - } - -}; /** Tool for doing all post processing steps of authoring. */ -class ChunkPostProcessor +class Triangulator { public: /** - Edge flags - */ - enum EdgeFlag{ INTERNAL_EDGE, EXTERNAL_BORDER_EDGE, INTERNAL_BORDER_EDGE, EXTERNAL_EDGE, NONE }; - - /** Triangulates provided mesh and saves result internally. Uses Ear-clipping algorithm. \param[in] mesh Mesh for triangulation */ - void triangulate(Mesh* mesh); + void triangulate(const Mesh* mesh); /** \return Return array of triangles of base mesh. @@ -127,8 +69,6 @@ public: { return mBaseMeshTriangles; } - - /** \return Return mapping from vertices of input Mesh to internal vertices buffer. Used for island detection. */ @@ -143,7 +83,6 @@ public: { return mPositionMappedVrt; }; - /** \return Return internal vertex buffer size. Vertices internally are welded with some threshold. */ @@ -151,44 +90,15 @@ public: { return static_cast<uint32_t>(mVertices.size()); } - /** - Tesselate internal surface. - \param[in] maxLen - maximal length of edge on internal surface. - */ - void tesselateInternalSurface(float maxLen); - - /** - Apply noise to internal surface. Must be called only after tesselation!!! - \param[in] noise - noise generator - \param[in] falloff - damping of noise around of external surface - \param[in] relaxIterations - number of smoothing iterations before applying noise - \param[in] relaxFactor - amount of smooting before applying noise. - */ - void applyNoise(SimplexNoise& noise, float falloff, int32_t relaxIterations, float relaxFactor); - - /** - \return Return array of noised mesh triangles. - */ - std::vector<Triangle>& getNoisyMesh() - { - return mTesselatedMeshResultTriangles; - }; /** - Removes all information about mesh triangulation, tesselation, etc. + Removes all information about mesh triangulation. */ void reset(); private: - - - void collapseEdge(int32_t id); - void divideEdge(int32_t id); - void updateVertEdgeInfo(); - void updateEdgeTriangleInfo(); - - int32_t addVerticeIfNotExist(Vertex& p); + int32_t addVerticeIfNotExist(const Vertex& p); void addEdgeIfValid(EdgeWithParent& ed); /* Data used before triangulation to build polygon loops*/ @@ -198,60 +108,26 @@ private: std::map<Vertex, int32_t, VrtComp> mVertMap; std::map<EdgeWithParent, int32_t, EdgeComparator> mEdgeMap; std::vector<uint32_t> mBaseMapping; - + std::vector<int32_t> mPositionMappedVrt; + /* ------------------------------------------------------------ */ /** Unite all almost similar vertices, update edges according to this changes */ - void prepare(Mesh* mesh); - - /* ------------------------------------------------------------ */ - - /* Triangulation and tesselation stage data */ - bool isTesselated; - - std::map<Edge, int32_t> mTrMeshEdgeMap; - std::vector<Edge> mTrMeshEdges; - std::vector<EdgeToTriangles> mTrMeshEdToTr; - std::vector<int32_t> mVertexValence; - std::vector<std::vector<int32_t> > mVertexToTriangleMap; - - std::vector<bool> mRestrictionFlag; - std::vector<EdgeFlag> mEdgeFlag; - - std::vector<float> mVerticesDistances; - std::vector<physx::PxVec3> mVerticesNormalsSmoothed; - std::vector<int32_t> mPositionMappedVrt; - std::vector<std::vector<int32_t> > mGeometryGraph; - - - int32_t addEdgeTr(const Edge& ed); - int32_t findEdge(const Edge& e); - - void prebuildEdgeFlagArray(); - void computePositionedMapping(); - - void computeFalloffAndNormals(); - + void prepare(const Mesh* mesh); + void triangulatePolygonWithEarClipping(std::vector<uint32_t>& inputPolygon, Vertex* vert, ProjectionDirections dir); - void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData); + void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData, int32_t materialId, int32_t smoothingGroup); + void computePositionedMapping(); - void relax(int32_t iterations, float factor, std::vector<Vertex>& vertices); - void recalcNoiseDirs(); - - std::vector<TriangleIndexed> mBaseMeshTriangles; - std::vector<TriangleIndexed> mTesselatedMeshTriangles; - + std::vector<TriangleIndexed> mBaseMeshTriangles; /** Final triangles */ - void prebuildTesselatedTriangles(); - std::vector<Triangle> mBaseMeshResultTriangles; - std::vector<Triangle> mTesselatedMeshResultTriangles; }; } // namespace Blast |