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authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /sdk/extensions/authoring/source/NvBlastExtAuthoringTriangulator.h
parentfirst commit (diff)
downloadblast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz
blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
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+/*
+* 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.
+*/
+
+#ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H
+#define NVBLASTEXTAUTHORINGTRIANGULATOR_H
+
+
+#include <vector>
+#include <map>
+#include "NvBlastExtAuthoringTypes.h"
+#include "NvBlastExtAuthoringMesh.h"
+#include "NvBlastExtAuthoringInternalCommon.h"
+
+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
+{
+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);
+
+ /**
+ \return Return array of triangles of base mesh.
+ */
+ std::vector<Triangle>& getBaseMesh()
+ {
+ return mBaseMeshResultTriangles;
+ }
+
+ /**
+ \return Return array of TriangleIndexed of base mesh. Each TriangleIndexed contains index of corresponding vertex in internal vertex buffer.
+ */
+ std::vector<TriangleIndexed>& getBaseMeshIndexed()
+ {
+ return mBaseMeshTriangles;
+ }
+
+
+ /**
+ \return Return mapping from vertices of input Mesh to internal vertices buffer. Used for island detection.
+ */
+ std::vector<uint32_t>& getBaseMapping()
+ {
+ return mBaseMapping;
+ };
+ /**
+ \return Return mapping from vertices of input Mesh to internal vertices buffer, only positions are accounted. Used for island detection.
+ */
+ std::vector<int32_t>& getPositionedMapping()
+ {
+ return mPositionMappedVrt;
+ };
+
+ /**
+ \return Return internal vertex buffer size. Vertices internally are welded with some threshold.
+ */
+ uint32_t getWeldedVerticesCount()
+ {
+ 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.
+ */
+ void reset();
+
+private:
+
+
+
+ void collapseEdge(int32_t id);
+ void divideEdge(int32_t id);
+ void updateVertEdgeInfo();
+ void updateEdgeTriangleInfo();
+
+ int32_t addVerticeIfNotExist(Vertex& p);
+ void addEdgeIfValid(EdgeWithParent& ed);
+
+ /* Data used before triangulation to build polygon loops*/
+
+ std::vector<Vertex> mVertices;
+ std::vector<EdgeWithParent> mBaseMeshEdges;
+ std::map<Vertex, int32_t, VrtComp> mVertMap;
+ std::map<EdgeWithParent, int32_t, EdgeComparator> mEdgeMap;
+ std::vector<uint32_t> mBaseMapping;
+
+
+
+ /**
+ 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 triangulatePolygonWithEarClipping(std::vector<uint32_t>& inputPolygon, Vertex* vert, ProjectionDirections dir);
+ void buildPolygonAndTriangulate(std::vector<Edge>& edges, Vertex* vertices, int32_t userData);
+
+ void relax(int32_t iterations, float factor, std::vector<Vertex>& vertices);
+ void recalcNoiseDirs();
+
+ std::vector<TriangleIndexed> mBaseMeshTriangles;
+ std::vector<TriangleIndexed> mTesselatedMeshTriangles;
+
+ /**
+ Final triangles
+ */
+ void prebuildTesselatedTriangles();
+
+ std::vector<Triangle> mBaseMeshResultTriangles;
+ std::vector<Triangle> mTesselatedMeshResultTriangles;
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // ifndef NVBLASTEXTAUTHORINGTRIANGULATOR_H