diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h | 352 |
1 files changed, 176 insertions, 176 deletions
diff --git a/sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h b/sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h index 9d2e24c..132edad 100644..100755 --- a/sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h +++ b/sdk/extensions/authoring/source/NvBlastExtTriangleProcessor.h @@ -1,176 +1,176 @@ -// 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) 2016-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef NVBLASTEXTTRIANGLEPROCESSOR_H -#define NVBLASTEXTTRIANGLEPROCESSOR_H - -#include <PxPhysicsAPI.h> -#include <vector> -#include <algorithm> - -using namespace physx; - - -namespace Nv -{ -namespace Blast -{ - -/** - Triangle processor internal triangle representation. Contains only vertex positions. -*/ -struct TrPrcTriangle -{ - PxVec3 points[3]; - TrPrcTriangle(PxVec3 a = PxVec3(0.0f), PxVec3 b = PxVec3(0.0f), PxVec3 c = PxVec3(0.0f)) - { - points[0] = a; - points[1] = b; - points[2] = c; - } - - TrPrcTriangle& operator=(const TrPrcTriangle& b) - { - points[0] = b.points[0]; - points[1] = b.points[1]; - points[2] = b.points[2]; - return *this; - } - - TrPrcTriangle(const TrPrcTriangle& b) - { - points[0] = b.points[0]; - points[1] = b.points[1]; - points[2] = b.points[2]; - } - PxVec3 getNormal() const - { - return (points[1] - points[0]).cross(points[2] - points[0]); - } -}; - -/** - Triangle processor internal 2D triangle representation. Contains only vertex positions. -*/ -struct TrPrcTriangle2d -{ - PxVec2 points[3]; - TrPrcTriangle2d(PxVec2 a = PxVec2(0.0f), PxVec2 b = PxVec2(0.0f), PxVec2 c = PxVec2(0.0f)) - { - points[0] = a; - points[1] = b; - points[2] = c; - } - - TrPrcTriangle2d operator=(const TrPrcTriangle2d& b) - { - points[0] = b.points[0]; - points[1] = b.points[1]; - points[2] = b.points[2]; - return *this; - } - - TrPrcTriangle2d(const TrPrcTriangle2d& b) - { - points[0] = b.points[0]; - points[1] = b.points[1]; - points[2] = b.points[2]; - } -}; - -class TriangleProcessor -{ -public: - - - TriangleProcessor() - {}; - ~TriangleProcessor() - { - } - - - /** - Build intersection between two triangles - \param[in] a First triangle (A) - \param[in] aProjected Projected triangle A - \param[in] b Second triangle (B) - \param[in] centroid Centroid of first triangle (A) - \param[out] intersectionBuffer Result intersection polygon - \param[in] normal Normal vector to triangle (Common for both A and B). - \return 1 - if if intersection is found. - */ - uint32_t getTriangleIntersection(TrPrcTriangle& a, TrPrcTriangle2d& aProjected, TrPrcTriangle &b, PxVec3& centroid, std::vector<PxVec3>& intersectionBuffer, PxVec3 normal); - - /** - Test whether BB of triangles intersect. - \param[in] a First triangle (A) - \param[in] b Second triangle (B) - \return true - if intersect - */ - bool triangleBoundingBoxIntersection(TrPrcTriangle2d& a, TrPrcTriangle2d& b); - - - /** - Test whether point is inside of triangle. - \param[in] point Point coordinates in 2d space. - \param[in] triangle Triangle in 2d space. - \return 1 - if inside, 2 if on edge, 0 if neither inside nor edge. - */ - uint32_t isPointInside(const PxVec2& point, const TrPrcTriangle2d& triangle); - - /** - Segment intersection point - \param[in] s1 Segment-1 start point - \param[in] e1 Segment-1 end point - \param[in] s2 Segment-2 start point - \param[in] e2 Segment-2 end point - \param[out] t1 Intersection point parameter relatively to Segment-1, lies in [0.0, 1.0] range. - \return 0 if there is no intersections, 1 - if intersection is found. - */ - uint32_t getSegmentIntersection(const PxVec2& s1, const PxVec2& e1, const PxVec2& s2, const PxVec2& e2, PxF32& t1); - - /** - Sort vertices of polygon in CCW-order - */ - void sortToCCW(std::vector<PxVec3>& points, PxVec3& normal); - - /** - Builds convex polygon for given set of points. Points should be coplanar. - \param[in] points Input array of points - \param[out] convexHull Output polygon - \param[in] normal Normal vector to polygon. - */ - void buildConvexHull(std::vector<PxVec3>& points, std::vector<PxVec3>& convexHull, const PxVec3& normal); -}; - -} // namespace Blast -} // namespace Nv - - -#endif // NVBLASTEXTTRIANGLEPROCESSOR_H +// 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) 2016-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef NVBLASTEXTTRIANGLEPROCESSOR_H
+#define NVBLASTEXTTRIANGLEPROCESSOR_H
+
+#include <PxPhysicsAPI.h>
+#include <vector>
+#include <algorithm>
+
+using namespace physx;
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+/**
+ Triangle processor internal triangle representation. Contains only vertex positions.
+*/
+struct TrPrcTriangle
+{
+ PxVec3 points[3];
+ TrPrcTriangle(PxVec3 a = PxVec3(0.0f), PxVec3 b = PxVec3(0.0f), PxVec3 c = PxVec3(0.0f))
+ {
+ points[0] = a;
+ points[1] = b;
+ points[2] = c;
+ }
+
+ TrPrcTriangle& operator=(const TrPrcTriangle& b)
+ {
+ points[0] = b.points[0];
+ points[1] = b.points[1];
+ points[2] = b.points[2];
+ return *this;
+ }
+
+ TrPrcTriangle(const TrPrcTriangle& b)
+ {
+ points[0] = b.points[0];
+ points[1] = b.points[1];
+ points[2] = b.points[2];
+ }
+ PxVec3 getNormal() const
+ {
+ return (points[1] - points[0]).cross(points[2] - points[0]);
+ }
+};
+
+/**
+ Triangle processor internal 2D triangle representation. Contains only vertex positions.
+*/
+struct TrPrcTriangle2d
+{
+ PxVec2 points[3];
+ TrPrcTriangle2d(PxVec2 a = PxVec2(0.0f), PxVec2 b = PxVec2(0.0f), PxVec2 c = PxVec2(0.0f))
+ {
+ points[0] = a;
+ points[1] = b;
+ points[2] = c;
+ }
+
+ TrPrcTriangle2d operator=(const TrPrcTriangle2d& b)
+ {
+ points[0] = b.points[0];
+ points[1] = b.points[1];
+ points[2] = b.points[2];
+ return *this;
+ }
+
+ TrPrcTriangle2d(const TrPrcTriangle2d& b)
+ {
+ points[0] = b.points[0];
+ points[1] = b.points[1];
+ points[2] = b.points[2];
+ }
+};
+
+class TriangleProcessor
+{
+public:
+
+
+ TriangleProcessor()
+ {};
+ ~TriangleProcessor()
+ {
+ }
+
+
+ /**
+ Build intersection between two triangles
+ \param[in] a First triangle (A)
+ \param[in] aProjected Projected triangle A
+ \param[in] b Second triangle (B)
+ \param[in] centroid Centroid of first triangle (A)
+ \param[out] intersectionBuffer Result intersection polygon
+ \param[in] normal Normal vector to triangle (Common for both A and B).
+ \return 1 - if if intersection is found.
+ */
+ uint32_t getTriangleIntersection(TrPrcTriangle& a, TrPrcTriangle2d& aProjected, TrPrcTriangle &b, PxVec3& centroid, std::vector<PxVec3>& intersectionBuffer, PxVec3 normal);
+
+ /**
+ Test whether BB of triangles intersect.
+ \param[in] a First triangle (A)
+ \param[in] b Second triangle (B)
+ \return true - if intersect
+ */
+ bool triangleBoundingBoxIntersection(TrPrcTriangle2d& a, TrPrcTriangle2d& b);
+
+
+ /**
+ Test whether point is inside of triangle.
+ \param[in] point Point coordinates in 2d space.
+ \param[in] triangle Triangle in 2d space.
+ \return 1 - if inside, 2 if on edge, 0 if neither inside nor edge.
+ */
+ uint32_t isPointInside(const PxVec2& point, const TrPrcTriangle2d& triangle);
+
+ /**
+ Segment intersection point
+ \param[in] s1 Segment-1 start point
+ \param[in] e1 Segment-1 end point
+ \param[in] s2 Segment-2 start point
+ \param[in] e2 Segment-2 end point
+ \param[out] t1 Intersection point parameter relatively to Segment-1, lies in [0.0, 1.0] range.
+ \return 0 if there is no intersections, 1 - if intersection is found.
+ */
+ uint32_t getSegmentIntersection(const PxVec2& s1, const PxVec2& e1, const PxVec2& s2, const PxVec2& e2, PxF32& t1);
+
+ /**
+ Sort vertices of polygon in CCW-order
+ */
+ void sortToCCW(std::vector<PxVec3>& points, PxVec3& normal);
+
+ /**
+ Builds convex polygon for given set of points. Points should be coplanar.
+ \param[in] points Input array of points
+ \param[out] convexHull Output polygon
+ \param[in] normal Normal vector to polygon.
+ */
+ void buildConvexHull(std::vector<PxVec3>& points, std::vector<PxVec3>& convexHull, const PxVec3& normal);
+};
+
+} // namespace Blast
+} // namespace Nv
+
+
+#endif // NVBLASTEXTTRIANGLEPROCESSOR_H
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