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All rights reserved. #include #include "NvBlastExtAuthoringCollisionBuilderImpl.h" #include #include #include #include #include #include #include #include using namespace physx; namespace Nv { namespace Blast { #define SAFE_ARRAY_NEW(T, x) ((x) > 0) ? reinterpret_cast(NVBLAST_ALLOC(sizeof(T) * (x))) : nullptr; #define SAFE_ARRAY_DELETE(x) if (x != nullptr) {NVBLAST_FREE(x); x = nullptr;} void trimCollisionGeometry(ConvexMeshBuilder& cmb, uint32_t chunksCount, CollisionHull** in, const uint32_t* chunkDepth) { std::vector > chunkMidplanes(chunksCount); std::vector centers(chunksCount); std::vector hullsBounds(chunksCount); for (uint32_t i = 0; i < chunksCount; ++i) { hullsBounds[i].setEmpty(); centers[i] = PxVec3(0, 0, 0); for (uint32_t p = 0; p < in[i]->pointsCount; ++p) { centers[i] += toPxShared(in[i]->points[p]); hullsBounds[i].include(toPxShared(in[i]->points[p])); } centers[i] = hullsBounds[i].getCenter(); } Separation params; for (uint32_t hull = 0; hull < chunksCount; ++hull) { for (uint32_t hull2 = hull + 1; hull2 < chunksCount; ++hull2) { if (chunkDepth[hull] != chunkDepth[hull2]) { continue; } if (importerHullsInProximityApexFree(in[hull]->pointsCount, toPxShared(in[hull]->points), hullsBounds[hull], PxTransform(PxIdentity), PxVec3(1, 1, 1), in[hull2]->pointsCount, toPxShared(in[hull2]->points), hullsBounds[hull2], PxTransform(PxIdentity), PxVec3(1, 1, 1), 0.0, ¶ms) == false) { continue; } PxVec3 c1 = centers[hull]; PxVec3 c2 = centers[hull2]; float d = FLT_MAX; PxVec3 n1; PxVec3 n2; for (uint32_t p = 0; p < in[hull]->pointsCount; ++p) { float ld = (toPxShared(in[hull]->points[p]) - c2).magnitude(); if (ld < d) { n1 = toPxShared(in[hull]->points[p]); d = ld; } } d = FLT_MAX; for (uint32_t p = 0; p < in[hull2]->pointsCount; ++p) { float ld = (toPxShared(in[hull2]->points[p]) - c1).magnitude(); if (ld < d) { n2 = toPxShared(in[hull2]->points[p]); d = ld; } } PxVec3 dir = c2 - c1; PxPlane pl = PxPlane((n1 + n2) * 0.5, dir.getNormalized()); chunkMidplanes[hull].push_back(pl); PxPlane pl2 = PxPlane((n1 + n2) * 0.5, -dir.getNormalized()); chunkMidplanes[hull2].push_back(pl2); } } std::vector hPoints; for (uint32_t i = 0; i < chunksCount; ++i) { std::vector facets; std::vector vertices; std::vector edges; for (uint32_t fc = 0; fc < in[i]->polygonDataCount; ++fc) { Facet nFc; nFc.firstEdgeNumber = edges.size(); auto& pd = in[i]->polygonData[fc]; uint32_t n = pd.vertexCount; for (uint32_t ed = 0; ed < n; ++ed) { uint32_t vr1 = in[i]->indices[(ed) + pd.indexBase]; uint32_t vr2 = in[i]->indices[(ed + 1) % n + pd.indexBase]; edges.push_back({vr1, vr2}); } nFc.edgesCount = n; facets.push_back(nFc); } vertices.resize(in[i]->pointsCount); for (uint32_t vr = 0; vr < in[i]->pointsCount; ++vr) { vertices[vr].p = in[i]->points[vr]; } Mesh* hullMesh = new MeshImpl(vertices.data(), edges.data(), facets.data(), vertices.size(), edges.size(), facets.size()); BooleanEvaluator evl; //I think the material ID is unused for collision meshes so harcoding MATERIAL_INTERIOR is ok Mesh* cuttingMesh = getCuttingBox(PxVec3(0, 0, 0), PxVec3(0, 0, 1), 40, 0, kMaterialInteriorId); for (uint32_t p = 0; p < chunkMidplanes[i].size(); ++p) { PxPlane& pl = chunkMidplanes[i][p]; setCuttingBox(pl.pointInPlane(), pl.n.getNormalized(), cuttingMesh, 60, 0); evl.performFastCutting(hullMesh, cuttingMesh, BooleanConfigurations::BOOLEAN_DIFFERENCE()); Mesh* result = evl.createNewMesh(); if (result == nullptr) { break; } delete hullMesh; hullMesh = result; } delete cuttingMesh; if (hullMesh == nullptr) { continue; } hPoints.clear(); hPoints.resize(hullMesh->getVerticesCount()); for (uint32_t v = 0; v < hullMesh->getVerticesCount(); ++v) { hPoints[v] = toPxShared(hullMesh->getVertices()[v].p); } delete hullMesh; if (in[i] != nullptr) { delete in[i]; } in[i] = cmb.buildCollisionGeometry(hPoints.size(), fromPxShared(hPoints.data())); } } int32_t buildMeshConvexDecomposition(ConvexMeshBuilder& cmb, const Triangle* mesh, uint32_t triangleCount, const ConvexDecompositionParams& iparams, CollisionHull**& convexes) { std::vector coords(triangleCount * 9); std::vector indices(triangleCount * 3); uint32_t indx = 0; uint32_t indxCoord = 0; PxBounds3 chunkBound = PxBounds3::empty(); for (uint32_t i = 0; i < triangleCount; ++i) { for (auto& t : { mesh[i].a.p , mesh[i].b.p , mesh[i].c.p }) { chunkBound.include(toPxShared(t)); coords[indxCoord] = t.x; coords[indxCoord + 1] = t.y; coords[indxCoord + 2] = t.z; indxCoord += 3; } indices[indx] = indx; indices[indx + 1] = indx + 1; indices[indx + 2] = indx + 2; indx += 3; } PxVec3 rsc = chunkBound.getDimensions(); for (uint32_t i = 0; i < coords.size(); i += 3) { coords[i] = (coords[i] - chunkBound.minimum.x) / rsc.x; coords[i + 1] = (coords[i + 1] - chunkBound.minimum.y) / rsc.y; coords[i + 2] = (coords[i + 2] - chunkBound.minimum.z) / rsc.z; } VHACD::IVHACD* decomposer = VHACD::CreateVHACD(); VHACD::IVHACD::Parameters vhacdParam; vhacdParam.m_maxConvexHulls = iparams.maximumNumberOfHulls; vhacdParam.m_resolution = iparams.voxelGridResolution; vhacdParam.m_concavity = iparams.concavity; vhacdParam.m_oclAcceleration = false; //TODO vhacdParam.m_callback vhacdParam.m_minVolumePerCH = 0.003f; // 1.f / (3 * vhacdParam.m_resolution ^ (1 / 3)); decomposer->Compute(coords.data(), triangleCount * 3, indices.data(), triangleCount, vhacdParam); const uint32_t nConvexHulls = decomposer->GetNConvexHulls(); convexes = SAFE_ARRAY_NEW(CollisionHull*, nConvexHulls); for (uint32_t i = 0; i < nConvexHulls; ++i) { VHACD::IVHACD::ConvexHull hl; decomposer->GetConvexHull(i, hl); std::vector vertices; for (uint32_t v = 0; v < hl.m_nPoints; ++v) { vertices.push_back(PxVec3(hl.m_points[v * 3], hl.m_points[v * 3 + 1], hl.m_points[v * 3 + 2])); vertices.back().x = vertices.back().x * rsc.x + chunkBound.minimum.x; vertices.back().y = vertices.back().y * rsc.y + chunkBound.minimum.y; vertices.back().z = vertices.back().z * rsc.z + chunkBound.minimum.z; } convexes[i] = cmb.buildCollisionGeometry(vertices.size(), fromPxShared(vertices.data())); } //VHACD::~VHACD called from release does nothign and does not call Clean() decomposer->Clean(); decomposer->Release(); return nConvexHulls; } } // namespace Blast } // namespace Nv