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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) 2013-2020 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;
}
}
}
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