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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /core/convex.h
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
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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) 2013-2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+#include "maths.h"
+
+#include <vector>
+
+// Thanks to Christian Sigg for the convex mesh builder!
+
+struct ConvexMeshBuilder
+{
+ ConvexMeshBuilder(const Vec4* planes)
+ : mPlanes(planes)
+ {}
+
+ void operator()(uint32_t mask, float scale=1.0f);
+
+ const Vec4* mPlanes;
+ std::vector<Vec3> mVertices;
+ std::vector<uint16_t> mIndices;
+};
+
+namespace
+{
+ float det(Vec4 v0, Vec4 v1, Vec4 v2, Vec4 v3)
+ {
+ const Vec3& d0 = reinterpret_cast<const Vec3&>(v0);
+ const Vec3& d1 = reinterpret_cast<const Vec3&>(v1);
+ const Vec3& d2 = reinterpret_cast<const Vec3&>(v2);
+ const Vec3& d3 = reinterpret_cast<const Vec3&>(v3);
+
+ return v0.w * Dot(Cross(d1,d2), d3)
+ - v1.w * Dot(Cross(d0, d2), d3)
+ + v2.w * Dot(Cross(d0, d1), d3)
+ - v3.w * Dot(Cross(d0, d1), d2);
+ }
+
+ Vec3 intersect(Vec4 p0, Vec4 p1, Vec4 p2)
+ {
+ const Vec3& d0 = reinterpret_cast<const Vec3&>(p0);
+ const Vec3& d1 = reinterpret_cast<const Vec3&>(p1);
+ const Vec3& d2 = reinterpret_cast<const Vec3&>(p2);
+
+ Vec3 r = (p0.w * Cross(d1, d2)
+ + p1.w * Cross(d2, d0)
+ + p2.w * Cross(d0, d1))
+ / Dot(d0, Cross(d2,d1));
+
+ return Vec3(r.x, r.y, r.z);
+ }
+
+ const uint16_t sInvalid = uint16_t(-1);
+
+ // restriction: only supports a single patch per vertex.
+ struct HalfedgeMesh
+ {
+ struct Halfedge
+ {
+ Halfedge(uint16_t vertex = sInvalid, uint16_t face = sInvalid,
+ uint16_t next = sInvalid, uint16_t prev = sInvalid)
+ : mVertex(vertex), mFace(face), mNext(next), mPrev(prev)
+ {}
+
+ uint16_t mVertex; // to
+ uint16_t mFace; // left
+ uint16_t mNext; // ccw
+ uint16_t mPrev; // cw
+ };
+
+ HalfedgeMesh() : mNumTriangles(0) {}
+
+ uint16_t findHalfedge(uint16_t v0, uint16_t v1)
+ {
+ uint16_t h = mVertices[v0], start = h;
+ while(h != sInvalid && mHalfedges[h].mVertex != v1)
+ {
+ h = mHalfedges[h ^ 1].mNext;
+ if(h == start)
+ return sInvalid;
+ }
+ return h;
+ }
+
+ void connect(uint16_t h0, uint16_t h1)
+ {
+ mHalfedges[h0].mNext = h1;
+ mHalfedges[h1].mPrev = h0;
+ }
+
+ void addTriangle(uint16_t v0, uint16_t v1, uint16_t v2)
+ {
+ // add new vertices
+ uint16_t n = Max(v0, Max(v1, v2))+1;
+ if(mVertices.size() < n)
+ mVertices.resize(n, sInvalid);
+
+ // collect halfedges, prev and next of triangle
+ uint16_t verts[] = { v0, v1, v2 };
+ uint16_t handles[3], prev[3], next[3];
+ for(uint16_t i=0; i<3; ++i)
+ {
+ uint16_t j = (i+1)%3;
+ uint16_t h = findHalfedge(verts[i], verts[j]);
+ if(h == sInvalid)
+ {
+ // add new edge
+ h = uint16_t(mHalfedges.size());
+ mHalfedges.push_back(Halfedge(verts[j]));
+ mHalfedges.push_back(Halfedge(verts[i]));
+ }
+ handles[i] = h;
+ prev[i] = mHalfedges[h].mPrev;
+ next[i] = mHalfedges[h].mNext;
+ }
+
+ // patch connectivity
+ for(uint16_t i=0; i<3; ++i)
+ {
+ uint16_t j = (i+1)%3;
+
+ mHalfedges[handles[i]].mFace = uint16_t(mFaces.size());
+
+ // connect prev and next
+ connect(handles[i], handles[j]);
+
+ if(next[j] == sInvalid) // new next edge, connect opposite
+ connect(handles[j]^1, next[i]!=sInvalid ? next[i] : handles[i]^1);
+
+ if(prev[i] == sInvalid) // new prev edge, connect opposite
+ connect(prev[j]!=sInvalid ? prev[j] : handles[j]^1, handles[i]^1);
+
+ // prev is boundary, update middle vertex
+ if(mHalfedges[handles[i]^1].mFace == sInvalid)
+ mVertices[verts[j]] = handles[i]^1;
+ }
+
+ assert(mNumTriangles < 0xffff);
+ mFaces.push_back(handles[2]);
+ ++mNumTriangles;
+ }
+
+ uint16_t removeTriangle(uint16_t f)
+ {
+ uint16_t result = sInvalid;
+
+ for(uint16_t i=0, h = mFaces[f]; i<3; ++i)
+ {
+ uint16_t v0 = mHalfedges[h^1].mVertex;
+ uint16_t v1 = mHalfedges[h].mVertex;
+
+ mHalfedges[h].mFace = sInvalid;
+
+ if(mHalfedges[h^1].mFace == sInvalid) // was boundary edge, remove
+ {
+ uint16_t v0Prev = mHalfedges[h ].mPrev;
+ uint16_t v0Next = mHalfedges[h^1].mNext;
+ uint16_t v1Prev = mHalfedges[h^1].mPrev;
+ uint16_t v1Next = mHalfedges[h ].mNext;
+
+ // update halfedge connectivity
+ connect(v0Prev, v0Next);
+ connect(v1Prev, v1Next);
+
+ // update vertex boundary or delete
+ mVertices[v0] = (v0Prev^1) == v0Next ? sInvalid : v0Next;
+ mVertices[v1] = (v1Prev^1) == v1Next ? sInvalid : v1Next;
+ }
+ else
+ {
+ mVertices[v0] = h; // update vertex boundary
+ result = v1;
+ }
+
+ h = mHalfedges[h].mNext;
+ }
+
+ mFaces[f] = sInvalid;
+ --mNumTriangles;
+
+ return result;
+ }
+
+ // true if vertex v is in front of face f
+ bool visible(uint16_t v, uint16_t f)
+ {
+ uint16_t h = mFaces[f];
+ if(h == sInvalid)
+ return false;
+
+ uint16_t v0 = mHalfedges[h].mVertex;
+ h = mHalfedges[h].mNext;
+ uint16_t v1 = mHalfedges[h].mVertex;
+ h = mHalfedges[h].mNext;
+ uint16_t v2 = mHalfedges[h].mVertex;
+ h = mHalfedges[h].mNext;
+
+ return det(mPoints[v], mPoints[v0], mPoints[v1], mPoints[v2]) < -1e-3f;
+ }
+
+ /*
+ void print() const
+ {
+ for(uint32_t i=0; i<mFaces.size(); ++i)
+ {
+ printf("f%u: ", i);
+ uint16_t h = mFaces[i];
+ if(h == sInvalid)
+ {
+ printf("deleted\n");
+ continue;
+ }
+
+ for(int j=0; j<3; ++j)
+ {
+ printf("h%u -> v%u -> ", uint32_t(h), uint32_t(mHalfedges[h].mVertex));
+ h = mHalfedges[h].mNext;
+ }
+
+ printf("\n");
+ }
+
+ for(uint32_t i=0; i<mVertices.size(); ++i)
+ {
+ printf("v%u: ", i);
+ uint16_t h = mVertices[i];
+ if(h == sInvalid)
+ {
+ printf("deleted\n");
+ continue;
+ }
+
+ uint16_t start = h;
+ do {
+ printf("h%u -> v%u, ", uint32_t(h), uint32_t(mHalfedges[h].mVertex));
+ h = mHalfedges[h^1].mNext;
+ } while (h != start);
+
+ printf("\n");
+ }
+
+ for(uint32_t i=0; i<mHalfedges.size(); ++i)
+ {
+ printf("h%u: v%u, ", i, uint32_t(mHalfedges[i].mVertex));
+
+ if(mHalfedges[i].mFace == sInvalid)
+ printf("boundary, ");
+ else
+ printf("f%u, ", uint32_t(mHalfedges[i].mFace));
+
+ printf("p%u, n%u\n", uint32_t(mHalfedges[i].mPrev), uint32_t(mHalfedges[i].mNext));
+ }
+ }
+ */
+
+ std::vector<Halfedge> mHalfedges;
+ std::vector<uint16_t> mVertices; // vertex -> (boundary) halfedge
+ std::vector<uint16_t> mFaces; // face -> halfedge
+ std::vector<Vec4> mPoints;
+ uint16_t mNumTriangles;
+ };
+}
+
+void ConvexMeshBuilder::operator()(uint32_t numPlanes, float scale)
+{
+
+ if(numPlanes < 4)
+ return; // todo: handle degenerate cases
+
+ HalfedgeMesh mesh;
+
+ // gather points (planes, that is)
+ mesh.mPoints.reserve(numPlanes);
+ for(uint32_t i=0; i < numPlanes; ++i)
+ mesh.mPoints.push_back(Vec4(mPlanes[i].x, mPlanes[i].y, mPlanes[i].z, mPlanes[i].w));
+
+ // initialize to tetrahedron
+ mesh.addTriangle(0, 1, 2);
+ mesh.addTriangle(0, 3, 1);
+ mesh.addTriangle(1, 3, 2);
+ mesh.addTriangle(2, 3, 0);
+
+ // flip if inside-out
+ if(mesh.visible(3, 0))
+ std::swap(mesh.mPoints[0], mesh.mPoints[1]);
+
+ // iterate through remaining points
+ for(uint16_t i=4; i<mesh.mPoints.size(); ++i)
+ {
+ // remove any visible triangle
+ uint16_t v0 = sInvalid;
+ for(uint16_t j=0; j<mesh.mFaces.size(); ++j)
+ {
+ if(mesh.visible(i, j))
+ v0 = Min(v0, mesh.removeTriangle(j));
+ }
+
+ if(v0 == sInvalid)
+ continue; // no triangle removed
+
+ if(!mesh.mNumTriangles)
+ return; // empty mesh
+
+ // find non-deleted boundary vertex
+ for(uint16_t h=0; mesh.mVertices[v0] == sInvalid; h+=2)
+ {
+ if ((mesh.mHalfedges[h ].mFace == sInvalid) ^
+ (mesh.mHalfedges[h+1].mFace == sInvalid))
+ {
+ v0 = mesh.mHalfedges[h].mVertex;
+ }
+ }
+
+ // tesselate hole
+ uint16_t start = v0;
+ do {
+ uint16_t h = mesh.mVertices[v0];
+ uint16_t v1 = mesh.mHalfedges[h].mVertex;
+ mesh.addTriangle(v0, v1, i);
+ v0 = v1;
+ } while(v0 != start && mesh.mNumTriangles < 200);
+
+ if (mesh.mNumTriangles == 200)
+ {
+ return;
+ }
+ }
+
+ // convert triangles to vertices (intersection of 3 planes)
+ std::vector<uint32_t> face2Vertex(mesh.mFaces.size());
+ for(uint32_t i=0; i<mesh.mFaces.size(); ++i)
+ {
+ face2Vertex[i] = uint32_t(mVertices.size());
+
+ uint16_t h = mesh.mFaces[i];
+ if(h == sInvalid)
+ continue;
+
+ uint16_t v0 = mesh.mHalfedges[h].mVertex;
+ h = mesh.mHalfedges[h].mNext;
+ uint16_t v1 = mesh.mHalfedges[h].mVertex;
+ h = mesh.mHalfedges[h].mNext;
+ uint16_t v2 = mesh.mHalfedges[h].mVertex;
+
+ mVertices.push_back(intersect(mesh.mPoints[v0], mesh.mPoints[v1], mesh.mPoints[v2]));
+ }
+
+ // convert vertices to polygons (face one-ring)
+ for(uint32_t i=0; i<mesh.mVertices.size(); ++i)
+ {
+ uint16_t h = mesh.mVertices[i];
+ if(h == sInvalid || mesh.mHalfedges[h].mFace == sInvalid)
+ continue;
+
+ uint16_t v0 = face2Vertex[mesh.mHalfedges[h].mFace];
+ h = mesh.mHalfedges[h].mPrev^1;
+ if(h == sInvalid || mesh.mHalfedges[h].mFace == sInvalid)
+ continue;
+
+ uint16_t v1 = face2Vertex[mesh.mHalfedges[h].mFace];
+
+ while(mIndices.size() < 1000)
+ {
+ h = mesh.mHalfedges[h].mPrev^1;
+ if(h == sInvalid || mesh.mHalfedges[h].mFace == sInvalid)
+ continue;
+
+ uint16_t v2 = face2Vertex[mesh.mHalfedges[h].mFace];
+
+ if(v0 == v2)
+ break;
+
+ mIndices.push_back(v0);
+ mIndices.push_back(v2);
+ mIndices.push_back(v1);
+
+ v1 = v2;
+ }
+
+ }
+}