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Diffstat (limited to 'core/extrude.cpp')
| -rw-r--r-- | core/extrude.cpp | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/core/extrude.cpp b/core/extrude.cpp new file mode 100644 index 0000000..637bed5 --- /dev/null +++ b/core/extrude.cpp @@ -0,0 +1,114 @@ +// 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. + +#include "maths.h" + +#include <vector> + +void Extrude(const Vec3* points, int numPoints, std::vector<Vec3>& vertices, std::vector<Vec3>& normals, std::vector<int>& triangles, float radius, int resolution, int smoothing) +{ + if (numPoints < 2) + return; + + Vec3 u, v; + Vec3 w = SafeNormalize(Vec3(points[1]) - Vec3(points[0]), Vec3(0.0f, 1.0f, 0.0f)); + + BasisFromVector(w, &u, &v); + + Matrix44 frame; + frame.SetCol(0, Vec4(u.x, u.y, u.z, 0.0f)); + frame.SetCol(1, Vec4(v.x, v.y, v.z, 0.0f)); + frame.SetCol(2, Vec4(w.x, w.y, w.z, 0.0f)); + frame.SetCol(3, Vec4(0.0f, 0.0f, 0.0f, 1.0f)); + + for (int i = 0; i < numPoints - 1; ++i) + { + Vec3 next; + + if (i < numPoints - 1) + next = Normalize(Vec3(points[i + 1]) - Vec3(points[i - 1])); + else + next = Normalize(Vec3(points[i]) - Vec3(points[i - 1])); + + int a = Max(i - 1, 0); + int b = i; + int c = Min(i + 1, numPoints - 1); + int d = Min(i + 2, numPoints - 1); + + Vec3 p1 = Vec3(points[b]); + Vec3 p2 = Vec3(points[c]); + Vec3 m1 = 0.5f*(Vec3(points[c]) - Vec3(points[a])); + Vec3 m2 = 0.5f*(Vec3(points[d]) - Vec3(points[b])); + + // ensure last segment handled correctly + int segments = (i < numPoints - 2) ? smoothing : smoothing + 1; + + for (int s = 0; s < segments; ++s) + { + Vec3 pos = HermiteInterpolate(p1, p2, m1, m2, s / float(smoothing)); + Vec3 dir = Normalize(HermiteTangent(p1, p2, m1, m2, s / float(smoothing))); + + Vec3 cur = frame.GetAxis(2); + const float angle = acosf(Dot(cur, dir)); + + // if parallel then don't need to do anything + if (fabsf(angle) > 0.001f) + frame = RotationMatrix(angle, SafeNormalize(Cross(cur, dir)))*frame; + + size_t startIndex = vertices.size(); + + for (int c = 0; c < resolution; ++c) + { + float angle = k2Pi / resolution; + + // transform position and normal to world space + Vec4 v = frame*Vec4(cosf(angle*c), sinf(angle*c), 0.0f, 0.0f); + + vertices.push_back(Vec3(v)*radius + pos); + normals.push_back(Vec3(v)); + } + + // output triangles + if (startIndex != 0) + { + for (int i = 0; i < resolution; ++i) + { + int curIndex = static_cast<int>(startIndex + i); + int nextIndex = static_cast<int>(startIndex + (i + 1) % resolution); + + triangles.push_back(curIndex); + triangles.push_back(curIndex - resolution); + triangles.push_back(nextIndex - resolution); + + triangles.push_back(nextIndex - resolution); + triangles.push_back(nextIndex); + triangles.push_back(curIndex); + } + } + } + } +} |