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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/common/include/ApexIsoMesh.h
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+/*
+ * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
+ *
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
+ * and proprietary rights in and to this software, 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.
+ */
+
+
+#ifndef APEX_ISO_MESH_H
+#define APEX_ISO_MESH_H
+
+#include "ApexUsingNamespace.h"
+#include "ApexUsingNamespace.h"
+#include "PsUserAllocated.h"
+#include "PsArray.h"
+#include "PxBounds3.h"
+
+namespace nvidia
+{
+namespace apex
+{
+
+class IProgressListener;
+
+class ApexIsoMesh : public UserAllocated
+{
+public:
+ ApexIsoMesh(uint32_t isoGridSubdivision, uint32_t keepNBiggestMeshes, bool discardInnerMeshes);
+ ~ApexIsoMesh();
+
+ void setBound(const PxBounds3& bound);
+ void clear();
+ void clearTemp();
+ void addTriangle(const PxVec3& v0, const PxVec3& v1, const PxVec3& v2);
+ bool update(IProgressListener* progress);
+
+
+ uint32_t getNumVertices() const
+ {
+ return mIsoVertices.size();
+ }
+ const PxVec3& getVertex(uint32_t index) const
+ {
+ PX_ASSERT(index < mIsoVertices.size());
+ return mIsoVertices[index];
+ }
+
+ uint32_t getNumTriangles() const
+ {
+ return mIsoTriangles.size();
+ }
+ void getTriangle(uint32_t index, uint32_t& v0, uint32_t& v1, uint32_t& v2) const;
+private:
+ // settable parameters
+ uint32_t mIsoGridSubdivision;
+ uint32_t mKeepNBiggestMeshes;
+ bool mDiscardInnerMeshes;
+ PxBounds3 mBound;
+
+ bool generateMesh(IProgressListener* progress);
+ bool interpolate(float d0, float d1, const PxVec3& pos0, const PxVec3& pos1, PxVec3& pos);
+ bool findNeighbors(IProgressListener* progress);
+ void removeLayers();
+ uint32_t floodFill(uint32_t triangleNr, uint32_t groupNr);
+
+ void removeTrisAndVerts();
+
+ // non-settable parameters (deducted from the ones you can set)
+ float mCellSize;
+ float mThickness;
+ PxVec3 mOrigin;
+ int32_t mNumX, mNumY, mNumZ;
+ const float mIsoValue;
+
+
+ struct IsoCell
+ {
+ void init()
+ {
+ density = 0.0f;
+ vertNrX = -1;
+ vertNrY = -1;
+ vertNrZ = -1;
+ firstTriangle = -1;
+ numTriangles = 0;
+ }
+ float density;
+ int32_t vertNrX;
+ int32_t vertNrY;
+ int32_t vertNrZ;
+ int32_t firstTriangle;
+ int32_t numTriangles;
+ };
+ physx::Array<IsoCell> mGrid;
+ inline IsoCell& cellAt(int xi, int yi, int zi)
+ {
+ uint32_t index = (uint32_t)(((xi * mNumY) + yi) * mNumZ + zi);
+ PX_ASSERT(index < mGrid.size());
+ return mGrid[index];
+ }
+
+
+ struct IsoTriangle
+ {
+ void init()
+ {
+ vertexNr[0] = -1;
+ vertexNr[1] = -1;
+ vertexNr[2] = -1;
+ adjTriangles[0] = -1;
+ adjTriangles[1] = -1;
+ adjTriangles[2] = -1;
+ groupNr = -1;
+ deleted = false;
+ }
+ void set(int32_t v0, int32_t v1, int32_t v2, int32_t cubeX, int32_t cubeY, int32_t cubeZ)
+ {
+ init();
+ vertexNr[0] = v0;
+ vertexNr[1] = v1;
+ vertexNr[2] = v2;
+ this->cubeX = cubeX;
+ this->cubeY = cubeY;
+ this->cubeZ = cubeZ;
+ }
+ void addNeighbor(int32_t triangleNr)
+ {
+ if (adjTriangles[0] == -1)
+ {
+ adjTriangles[0] = triangleNr;
+ }
+ else if (adjTriangles[1] == -1)
+ {
+ adjTriangles[1] = triangleNr;
+ }
+ else if (adjTriangles[2] == -1)
+ {
+ adjTriangles[2] = triangleNr;
+ }
+ }
+
+ int32_t vertexNr[3];
+ int32_t cubeX, cubeY, cubeZ;
+ int32_t adjTriangles[3];
+ int32_t groupNr;
+ bool deleted;
+ };
+
+ struct IsoEdge
+ {
+ void set(int newV0, int newV1, int newTriangle)
+ {
+ if (newV0 < newV1)
+ {
+ v0 = newV0;
+ v1 = newV1;
+ }
+ else
+ {
+ v0 = newV1;
+ v1 = newV0;
+ }
+ triangleNr = newTriangle;
+ }
+ PX_INLINE bool operator < (const IsoEdge& e) const
+ {
+ if (v0 < e.v0)
+ {
+ return true;
+ }
+ if (v0 > e.v0)
+ {
+ return false;
+ }
+ return (v1 < e.v1);
+ }
+
+ PX_INLINE bool operator()(const IsoEdge& e1, const IsoEdge& e2) const
+ {
+ return e1 < e2;
+ }
+
+ PX_INLINE bool operator == (const IsoEdge& e) const
+ {
+ return v0 == e.v0 && v1 == e.v1;
+ }
+
+ int v0, v1;
+ int triangleNr;
+ };
+
+ physx::Array<PxVec3> mIsoVertices;
+ physx::Array<IsoTriangle> mIsoTriangles;
+ physx::Array<IsoEdge> mIsoEdges;
+
+ // evil, should not be used
+ ApexIsoMesh& operator=(const ApexIsoMesh&);
+};
+
+}
+} // end namespace nvidia::apex
+
+#endif // APEX_ISO_MESH_H