// 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 #include #include #include 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& 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& 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& points, std::vector& convexHull, const PxVec3& normal); }; } // namespace Blast } // namespace Nv #endif // NVBLASTEXTTRIANGLEPROCESSOR_H