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+// 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.
+
+#define _CRT_SECURE_NO_WARNINGS
+
+#include "NvBlastExtAuthoringMeshImpl.h"
+#include "NvBlastExtAuthoringTypes.h"
+#include <NvBlastAssert.h>
+#include "PxMath.h"
+#include <cmath>
+#include <string.h>
+#include <vector>
+#include <algorithm>
+
+using physx::PxVec2;
+using physx::PxVec3;
+using physx::PxBounds3;
+
+
+namespace Nv
+{
+namespace Blast
+{
+
+MeshImpl::MeshImpl(const PxVec3* position, const PxVec3* normals, const PxVec2* uv, uint32_t verticesCount, const uint32_t* indices, uint32_t indicesCount)
+{
+
+ mVertices.resize(verticesCount);
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mVertices[i].p = position[i];
+ }
+ if (normals != 0)
+ {
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mVertices[i].n = normals[i];
+ }
+
+ }
+ else
+ {
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mVertices[i].n = PxVec3(0, 0, 0);
+ }
+ }
+ if (uv != 0)
+ {
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mVertices[i].uv[0] = uv[i];
+ }
+ }
+ else
+ {
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mVertices[i].uv[0] = PxVec2(0, 0);
+ }
+ }
+ mEdges.resize(indicesCount);
+ mFacets.resize(indicesCount / 3);
+
+
+ int32_t facetId = 0;
+ for (uint32_t i = 0; i < indicesCount; i += 3)
+ {
+ mEdges[i].s = indices[i];
+ mEdges[i].e = indices[i + 1];
+
+ mEdges[i + 1].s = indices[i + 1];
+ mEdges[i + 1].e = indices[i + 2];
+
+ mEdges[i + 2].s = indices[i + 2];
+ mEdges[i + 2].e = indices[i];
+ mFacets[facetId].firstEdgeNumber = i;
+ mFacets[facetId].edgesCount = 3;
+ mFacets[facetId].materialId = 0;
+ //Unassigned for now
+ mFacets[facetId].smoothingGroup = -1;
+ facetId++;
+ }
+ recalculateBoundingBox();
+}
+
+MeshImpl::MeshImpl(const Vertex* vertices, const Edge* edges, const Facet* facets, uint32_t posCount, uint32_t edgesCount, uint32_t facetsCount)
+{
+ mVertices.resize(posCount);
+ mEdges.resize(edgesCount);
+ mFacets.resize(facetsCount);
+
+ memcpy(mVertices.data(), vertices, sizeof(Vertex) * posCount);
+ memcpy(mEdges.data(), edges, sizeof(Edge) * edgesCount);
+ memcpy(mFacets.data(), facets, sizeof(Facet) * facetsCount);
+ recalculateBoundingBox();
+}
+
+MeshImpl::MeshImpl(const Vertex* vertices, uint32_t count)
+{
+ mVertices = std::vector<Vertex>(vertices, vertices + count);
+ mEdges.resize(count);
+ mFacets.resize(count / 3);
+ uint32_t vp = 0;
+ for (uint32_t i = 0; i < count; i += 3)
+ {
+ mEdges[i].s = vp;
+ mEdges[i].e = vp + 1;
+
+ mEdges[i + 1].s = vp + 1;
+ mEdges[i + 1].e = vp + 2;
+
+ mEdges[i + 2].s = vp + 2;
+ mEdges[i + 2].e = vp;
+ vp += 3;
+ }
+ for (uint32_t i = 0; i < count / 3; ++i)
+ {
+ mFacets[i].edgesCount = 3;
+ mFacets[i].firstEdgeNumber = i * 3;
+ }
+ recalculateBoundingBox();
+}
+
+MeshImpl::MeshImpl(const Vertex* vertices, uint32_t count, uint32_t* indices, uint32_t indexCount, void* materials, uint32_t materialStride)
+{
+ mVertices = std::vector<Vertex>(vertices, vertices + count);
+ mEdges.resize(indexCount);
+ mFacets.resize(indexCount / 3);
+
+ for (uint32_t i = 0; i < indexCount; i += 3)
+ {
+ mEdges[i].s = indices[i];
+ mEdges[i].e = indices[i + 1];
+
+ mEdges[i + 1].s = indices[i + 1];
+ mEdges[i + 1].e = indices[i + 2];
+
+ mEdges[i + 2].s = indices[i + 2];
+ mEdges[i + 2].e = indices[i];
+ }
+ for (uint32_t i = 0; i < indexCount / 3; ++i)
+ {
+ mFacets[i].edgesCount = 3;
+ mFacets[i].firstEdgeNumber = i * 3;
+ mFacets[i].userData = 0;
+ if (materials != nullptr)
+ {
+ mFacets[i].materialId = *(uint32_t*)((uint8_t*)materials + i * materialStride);
+ }
+ }
+ recalculateBoundingBox();
+}
+
+
+
+float MeshImpl::getMeshVolume()
+{
+ /**
+ Check if mesh boundary consist only of triangles
+ */
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ if (mFacets[i].edgesCount != 3)
+ {
+ return 0.0f;
+ }
+ }
+
+ float volume = 0;
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ int32_t offset = mFacets[i].firstEdgeNumber;
+ PxVec3& a = mVertices[mEdges[offset].s].p;
+ PxVec3& b = mVertices[mEdges[offset + 1].s].p;
+ PxVec3& c = mVertices[mEdges[offset + 2].s].p;
+
+ volume += (a.x * b.y * c.z - a.x * b.z * c.y - a.y * b.x * c.z + a.y * b.z * c.x + a.z * b.x * c.y - a.z * b.y * c.x);
+ }
+ return (1.0f / 6.0f) * std::abs(volume);
+}
+
+
+uint32_t MeshImpl::getFacetCount() const
+{
+ return static_cast<uint32_t>(mFacets.size());
+}
+
+Vertex* MeshImpl::getVerticesWritable()
+{
+ return mVertices.data();
+}
+
+Edge* MeshImpl::getEdgesWritable()
+{
+ return mEdges.data();
+}
+
+const Vertex* MeshImpl::getVertices() const
+{
+ return mVertices.data();
+}
+
+const Edge* MeshImpl::getEdges() const
+{
+ return mEdges.data();
+}
+
+uint32_t MeshImpl::getEdgesCount() const
+{
+ return static_cast<uint32_t>(mEdges.size());
+}
+uint32_t MeshImpl::getVerticesCount() const
+{
+ return static_cast<uint32_t>(mVertices.size());
+}
+Facet* MeshImpl::getFacetsBufferWritable()
+{
+ return mFacets.data();
+}
+const Facet* MeshImpl::getFacetsBuffer() const
+{
+ return mFacets.data();
+}
+Facet* MeshImpl::getFacetWritable(int32_t facet)
+{
+ return &mFacets[facet];
+}
+const Facet* MeshImpl::getFacet(int32_t facet) const
+{
+ return &mFacets[facet];
+}
+
+MeshImpl::~MeshImpl()
+{
+}
+
+void MeshImpl::release()
+{
+ delete this;
+}
+
+const PxBounds3& MeshImpl::getBoundingBox() const
+{
+ return mBounds;
+}
+
+PxBounds3& MeshImpl::getBoundingBoxWritable()
+{
+ return mBounds;
+}
+
+
+void MeshImpl::recalculateBoundingBox()
+{
+ mBounds.setEmpty();
+ for (uint32_t i = 0; i < mVertices.size(); ++i)
+ {
+ mBounds.include(mVertices[i].p);
+ }
+ calcPerFacetBounds();
+}
+
+const physx::PxBounds3* MeshImpl::getFacetBound(uint32_t index) const
+{
+ if (mPerFacetBounds.empty())
+ {
+ return nullptr;
+ }
+ return &mPerFacetBounds[index];
+}
+
+void MeshImpl::calcPerFacetBounds()
+{
+ mPerFacetBounds.resize(mFacets.size());
+
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ auto& fb = mPerFacetBounds[i];
+ fb.setEmpty();
+
+ for (uint32_t v = 0; v < mFacets[i].edgesCount; ++v)
+ {
+ fb.include(mVertices[mEdges[mFacets[i].firstEdgeNumber + v].s].p);
+ fb.include(mVertices[mEdges[mFacets[i].firstEdgeNumber + v].e].p);
+ }
+ }
+}
+
+void MeshImpl::setMaterialId(const int32_t* materialId)
+{
+ if (materialId != nullptr)
+ {
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ mFacets[i].materialId = *materialId;
+ ++materialId;
+ }
+ }
+}
+
+bool MeshImpl::isValid() const
+{
+ return mVertices.size() > 0 && mEdges.size() > 0 && mFacets.size() > 0;
+}
+
+
+void MeshImpl::replaceMaterialId(int32_t oldMaterialId, int32_t newMaterialId)
+{
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ if (mFacets[i].materialId == oldMaterialId)
+ {
+ mFacets[i].materialId = newMaterialId;
+ }
+ }
+}
+
+void MeshImpl::setSmoothingGroup(const int32_t* smoothingGroups)
+{
+ if (smoothingGroups != nullptr)
+ {
+ for (uint32_t i = 0; i < mFacets.size(); ++i)
+ {
+ mFacets[i].smoothingGroup = *smoothingGroups;
+ ++smoothingGroups;
+ }
+ }
+}
+
+
+
+} // namespace Blast
+} // namespace Nv