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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "NvClothAuthoringLibrary/CollisionVisualization.h" #include "NvCloth/Cloth.h" #include "NvCloth/Fabric.h" #include "NvCloth/Factory.h" #include #include #include "NvCloth/Allocator.h" #include "NvCloth/Callbacks.h" namespace nv { namespace cloth { namespace collisionVisualization { SimpleMesh::SimpleMesh() : mPositions(nullptr), mNormals(nullptr), mUvs(nullptr), mIndices(nullptr), mVertexCount(0), mIndexCount(0) { } SimpleMesh::~SimpleMesh() { auto& allocator = *GetNvClothAllocator(); allocator.deallocate(mPositions); allocator.deallocate(mNormals); allocator.deallocate(mUvs); allocator.deallocate(mIndices); } void SimpleMesh::initialize(int vertexCount, int indexCount) { mVertexCount = vertexCount; mIndexCount = indexCount; auto& allocator = *GetNvClothAllocator(); mPositions = static_cast( allocator.allocate(sizeof(physx::PxVec3)*vertexCount, "nv::cloth::collisionVisualization::SimpleMesh::mPositions", __FILE__, __LINE__) ); mNormals = static_cast( allocator.allocate(sizeof(physx::PxVec3)*vertexCount, "nv::cloth::collisionVisualization::SimpleMesh::mNormals", __FILE__, __LINE__) ); mUvs = static_cast( allocator.allocate(sizeof(physx::PxVec2)*vertexCount, "nv::cloth::collisionVisualization::SimpleMesh::mUvs", __FILE__, __LINE__) ); mIndices = static_cast( allocator.allocate(sizeof(unsigned int)*indexCount, "nv::cloth::collisionVisualization::SimpleMesh::mIndices", __FILE__, __LINE__) ); } void getSphereMemorySize(int segmentsX, int segmentsY, int* outVertexCount, int* outIndexCount) { const int xSegments = segmentsX; const int ySegments = segmentsY; *outVertexCount = 1 + (xSegments * (ySegments - 1)) + 1; *outIndexCount = xSegments * 3 + 6 * (xSegments * (ySegments - 2)) + xSegments * 3; } void generateSphere(int segmentsX, int segmentY, physx::PxMat44 transform, physx::PxStrideIterator outIndices, int indexOffset, physx::PxStrideIterator outPositions, physx::PxStrideIterator outNormals, physx::PxStrideIterator outUvs) { const int xSegments = segmentsX; const int ySegments = segmentY; physx::PxStrideIterator vertexIteratorPos = outPositions; physx::PxStrideIterator vertexIteratorNormal = outNormals; physx::PxStrideIterator vertexIteratorUv = outUvs; { //bottom physx::PxVec3 pos = physx::PxVec3(0.0f, -1.0f, 0.0f); *vertexIteratorPos++ = transform.transform(pos); if(outNormals.ptr()) *vertexIteratorNormal++ = transform.rotate(physx::PxVec4(pos, 0.0f)).getXYZ(); if(outUvs.ptr()) *vertexIteratorUv++ = physx::PxVec2(0.0f, 0.0f); } //middle for(int y = 1; y < ySegments; y++) { for(int x = 0; x < xSegments; x++) { float xf = (float)x / (xSegments - 1.0f); float yaw = xf*physx::PxTwoPi; float yf = (float)y / (ySegments); float pitch = (yf - 0.5f)*physx::PxPi; physx::PxVec3 pos = physx::PxVec3(cos(yaw)*cos(pitch), sin(pitch), sin(yaw)*cos(pitch));; *vertexIteratorPos++ = transform.transform(pos); if(outNormals.ptr()) *vertexIteratorNormal++ = transform.rotate(physx::PxVec4(pos, 0.0f)).getXYZ(); if(outUvs.ptr()) *vertexIteratorUv++ = physx::PxVec2(xf, yf); } } { //top physx::PxVec3 pos = physx::PxVec3(0.0f, 1.0f, 0.0f); *vertexIteratorPos++ = transform.transform(pos); if(outNormals.ptr()) *vertexIteratorNormal++ = transform.rotate(physx::PxVec4(pos, 0.0f)).getXYZ(); if(outUvs.ptr()) *vertexIteratorUv++ = physx::PxVec2(0.0f, 0.0f); } physx::PxStrideIterator indexIterator = outIndices; //bottom cap for(int x = 0; x < xSegments; x++) { *indexIterator++ = indexOffset; *indexIterator++ = 1 + x + indexOffset; *indexIterator++ = 1 + (x + 1) % xSegments + indexOffset; } const auto RingVertex = [xSegments, ySegments](int x, int y) { return 1 + y*xSegments + x%xSegments; }; //middle for(int y = 0; y < ySegments - 2; y++) { for(int x = 0; x < xSegments; x++) { *indexIterator++ = RingVertex(x, y) + indexOffset; *indexIterator++ = RingVertex(x + 1, y) + indexOffset; *indexIterator++ = RingVertex(x, y + 1) + indexOffset; *indexIterator++ = RingVertex(x + 1, y) + indexOffset; *indexIterator++ = RingVertex(x + 1, y + 1) + indexOffset; *indexIterator++ = RingVertex(x, y + 1) + indexOffset; } } int numVertices = vertexIteratorPos - outPositions; //bottom cap for(int x = 0; x < xSegments; x++) { *indexIterator++ = numVertices - 1 + indexOffset; *indexIterator++ = RingVertex(x, ySegments - 2) + indexOffset; *indexIterator++ = RingVertex(x + 1, ySegments - 2) + indexOffset; } } void getCylinderMemorySize(int segmentsX, int segmentsY, int* outVertexCount, int* outIndexCount) { const int xSegments = segmentsX; const int ySegments = segmentsY; *outVertexCount = xSegments * (ySegments + 1); *outIndexCount = xSegments * ySegments * 6; } void generateCylinder(int segmentsX, int segmentsY, physx::PxMat44 transform, physx::PxStrideIterator outIndices, int indexOffset, physx::PxStrideIterator outPositions, physx::PxStrideIterator outNormals, physx::PxStrideIterator outUvs) { const int xSegments = segmentsX; const int ySegments = segmentsY; physx::PxStrideIterator vertexIteratorPos = outPositions; physx::PxStrideIterator vertexIteratorNormal = outNormals; physx::PxStrideIterator vertexIteratorUv = outUvs; //middle for(int y = 0; y < ySegments + 1; y++) { for(int x = 0; x < xSegments; x++) { float xf = (float)x / (xSegments - 1.0f); float yaw = xf*physx::PxTwoPi; float yf = (float)y / (ySegments) * 2.0f - 1.0f; physx::PxVec3 pos = physx::PxVec3(cos(yaw), yf, sin(yaw)); *vertexIteratorPos++ = transform.transform(pos); if(outNormals.ptr()) *vertexIteratorNormal++ = transform.rotate(physx::PxVec4(physx::PxVec3(cos(yaw), 0.0f, sin(yaw)), 0.0f)).getXYZ(); if(outUvs.ptr()) *vertexIteratorUv++ = physx::PxVec2(xf, yf); } } physx::PxStrideIterator indexIterator = outIndices; const auto RingVertex = [xSegments, ySegments](int x, int y) { return y*xSegments + x%xSegments; }; //middle for(int y = 0; y < ySegments; y++) { for(int x = 0; x < xSegments; x++) { *indexIterator++ = RingVertex(x, y) + indexOffset; *indexIterator++ = RingVertex(x + 1, y) + indexOffset; *indexIterator++ = RingVertex(x, y + 1) + indexOffset; *indexIterator++ = RingVertex(x + 1, y) + indexOffset; *indexIterator++ = RingVertex(x + 1, y + 1) + indexOffset; *indexIterator++ = RingVertex(x, y + 1) + indexOffset; } } } void getCollisionCapsuleMemorySize(int sphereCount, int indexCount, SimpleMesh const& cachedSphere, SimpleMesh const& cachedCylinder, int* outVertexCount, int* outIndexCount) { *outVertexCount = cachedSphere.mVertexCount*sphereCount + cachedCylinder.mVertexCount*(indexCount / 2); *outIndexCount = cachedSphere.mIndexCount*sphereCount + cachedCylinder.mIndexCount*(indexCount / 2); } namespace { /** returns two vectors in b and c so that [a b c] form a basis. * a needs to be a unit vector. */ inline void computeBasis(const physx::PxVec3& a, physx::PxVec3* b, physx::PxVec3* c) { if(fabsf(a.x) >= 0.57735f) *b = physx::PxVec3(a.y, -a.x, 0.0f); else *b = physx::PxVec3(0.0f, a.z, -a.y); *b = b->getNormalized(); *c = a.cross(*b); } physx::PxVec3 IntersectSpheres(float* circleRadius, physx::PxVec3 aCenter, float aRadius, physx::PxVec3 bCenter, float bRadius) { //Intersect spheres in 2d (http://paulbourke.net/geometry/circlesphere/ Intersection of two circles) float d = (aCenter - bCenter).magnitude(); float a = (aRadius*aRadius - bRadius*bRadius + d*d) / (2.0f*d); float h = sqrtf(aRadius*aRadius - a*a); physx::PxVec3 P3 = aCenter + a * (bCenter - aCenter) / d; if(circleRadius) *circleRadius = h; return P3; } } void generateCollisionCapsules(physx::PxVec4 const* spheres, int sphereCount, uint32_t const* indices, int indexCount, float grow, SimpleMesh const& cachedSphere, SimpleMesh const& cachedCylinder, physx::PxStrideIterator outIndices, int indexOffset, physx::PxStrideIterator outPositions, physx::PxStrideIterator outNormals, physx::PxStrideIterator outUvs) { physx::PxStrideIterator vertexIteratorPos = outPositions; physx::PxStrideIterator vertexIteratorNormal = outNormals; physx::PxStrideIterator vertexIteratorUv = outUvs; physx::PxStrideIterator indexIterator = outIndices; int nextVertex = 0; int nextIndex = 0; for(int i = 0; i < sphereCount; i++) { int baseIndex = nextVertex; physx::PxMat44 transform = physx::PxMat44(physx::PxMat33(physx::PxIdentity), spheres[i].getXYZ()) * physx::PxMat44(physx::PxVec4(spheres[i].w + grow, spheres[i].w + grow, spheres[i].w + grow, 1.0f)); for(int vi = 0; vi 0.00001) { physx::PxVec3 basis[3]; basis[2] = spherePosB - spherePosA; basis[2].normalize(); computeBasis(basis[2], &basis[0], &basis[1]); physx::PxVec3 cCenter = spherePosA; //sphere in between the a and b physx::PxVec3 dCenter = (spherePosA + spherePosB)*0.5f; float dRadius = (spherePosA - spherePosB).magnitude()*0.5f; //intersection between c and d to get tangent point float iRadius; physx::PxVec3 iCenter = IntersectSpheres(&iRadius, dCenter, dRadius, cCenter, cRadius); physx::PxVec3 iPoint = iCenter + basis[0] * iRadius; //tangent point on c physx::PxVec3 offset = (iPoint - spherePosA).getNormalized(); //offset direction physx::PxVec3 aPoint = spherePosA + offset*sphereRadiusA; spherePosA = (aPoint - spherePosA).dot(basis[2])*basis[2] + spherePosA; sphereRadiusA = (aPoint - spherePosA).magnitude(); physx::PxVec3 bPoint = spherePosB + offset*sphereRadiusB; spherePosB = (bPoint - spherePosA).dot(basis[2])*basis[2] + spherePosA; sphereRadiusB = (bPoint - spherePosB).magnitude(); } } float length = (spherePosB - spherePosA).magnitude(); physx::PxMat44 scaleA = physx::PxMat44(physx::PxVec4(sphereRadiusA, length / 2.0f, sphereRadiusA + grow, 1.0f)); physx::PxMat44 scaleB = physx::PxMat44(physx::PxVec4(sphereRadiusB, length / 2.0f, sphereRadiusB, 1.0f)); physx::PxQuat orientation; { physx::PxVec3 u = physx::PxVec3(0.0f, 1.0f, 0.0f); physx::PxVec3 v = spherePosB - spherePosA; v.normalize(); if(u.dot(v) < -0.9999 || u.dot(v) > 0.9999) { physx::PxVec3 orth, tmp; computeBasis(u, &orth, &tmp); orientation = physx::PxQuat(orth.x, orth.y, orth.z, 0.0f); } else { physx::PxVec3 half = u + v; half.normalize(); physx::PxVec3 imaginary = u.cross(half); orientation = physx::PxQuat(imaginary.x, imaginary.y, imaginary.z, u.dot(half)); } } physx::PxMat44 transform = physx::PxMat44(physx::PxTransform(spherePosA, orientation))*scaleA; int firstRing = cachedCylinder.mVertexCount / 2; for(int vi = 0; vi submehsOffsets) { int nextOffset = 0; for(int i = 0; i < sphereCount; i++) { *submehsOffsets++ = nextOffset; nextOffset += cachedSphere.mIndexCount; } for(int i = 0; i < indexCount; i+=2) { *submehsOffsets++ = nextOffset; nextOffset += cachedCylinder.mIndexCount; } } } } }