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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) 2016-2020 NVIDIA Corporation. All rights reserved.
#ifndef NVBLASTEXTTRIANGLEPROCESSOR_H
#define NVBLASTEXTTRIANGLEPROCESSOR_H
#include <PxVec2.h>
#include <PxVec3.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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