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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/shared/general/ConvexDecomposition/src/SplitMesh.cpp
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/shared/general/ConvexDecomposition/src/SplitMesh.cpp')
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1 files changed, 190 insertions, 0 deletions
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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) 2008-2013 NVIDIA Corporation. All rights reserved.
+
+#include "SplitMesh.h"
+#include "FloatMath.h"
+#include "PsArray.h"
+#include "foundation/PxVec3.h"
+#include "foundation/PxQuat.h"
+#include "foundation/PxMat44.h"
+
+using namespace physx::general_floatmath2;
+using namespace physx::shdfnd;
+using namespace physx;
+
+#pragma warning(disable:4100)
+
+namespace SPLIT_MESH
+{
+
+static void addTri(const PxF32 *p1,
+ const PxF32 *p2,
+ const PxF32 *p3,
+ Array< PxU32 > &indices,
+ fm_VertexIndex *vertices)
+{
+ bool newPos;
+
+ PxU32 i1 = vertices->getIndex(p1,newPos);
+ PxU32 i2 = vertices->getIndex(p2,newPos);
+ PxU32 i3 = vertices->getIndex(p3,newPos);
+
+ indices.pushBack(i1);
+ indices.pushBack(i2);
+ indices.pushBack(i3);
+}
+
+PX_INLINE void rotationArc(const PxVec3 &v0,const PxVec3 &v1,PxQuat &quat)
+{
+ PxVec3 cross = v0.cross(v1);
+ PxF32 d = v0.dot(v1);
+
+ if(d<=-1.0f) // 180 about x axis
+ {
+ quat.x = 1.0f;
+ quat.y = quat.z = quat.w =0.0f;
+ return;
+ }
+
+ PxF32 s = PxSqrt((1+d)*2);
+ PxF32 recip = 1.0f / s;
+
+ quat.x = cross.x * recip;
+ quat.y = cross.y * recip;
+ quat.z = cross.z * recip;
+ quat.w = s * 0.5f;
+
+}
+
+void computePlaneQuad(const PxF32 *planeEquation,physx::PxVec3 *quad)
+{
+ PxVec3 ref(0,1,0);
+ PxQuat quat;
+ PxVec3 normal(planeEquation[0],planeEquation[1],planeEquation[2]);
+ rotationArc(ref,normal,quat);
+ PxMat44 matrix(quat);
+
+ PxVec3 origin(0,-planeEquation[3],0);
+ PxVec3 center = matrix.transform(origin);
+#define PLANE_DIST 1000
+ PxVec3 upperLeft(-PLANE_DIST,0,-PLANE_DIST);
+ PxVec3 upperRight(PLANE_DIST,0,-PLANE_DIST);
+ PxVec3 lowerRight(PLANE_DIST,0,PLANE_DIST);
+ PxVec3 lowerLeft(-PLANE_DIST,0,PLANE_DIST);
+
+ quad[0] = matrix.transform(upperLeft);
+ quad[1] = matrix.transform(upperRight);
+ quad[2] = matrix.transform(lowerRight);
+ quad[3] = matrix.transform(lowerLeft);
+}
+
+void splitMesh(const PxF32 *planeEquation,const SimpleMesh &input,SimpleMesh &leftMesh,SimpleMesh &rightMesh,bool /*closedMesh*/)
+{
+ Array< PxU32 > leftIndices;
+ Array< PxU32 > rightIndices;
+
+ fm_VertexIndex *leftVertices = fm_createVertexIndex(0.00001f,false);
+ fm_VertexIndex *rightVertices = fm_createVertexIndex(0.00001f,false);
+
+ {
+ for (PxU32 i=0; i<input.mTcount; i++)
+ {
+ PxU32 i1 = input.mIndices[i*3+0];
+ PxU32 i2 = input.mIndices[i*3+1];
+ PxU32 i3 = input.mIndices[i*3+2];
+
+ PxF32 *p1 = &input.mVertices[i1*3];
+ PxF32 *p2 = &input.mVertices[i2*3];
+ PxF32 *p3 = &input.mVertices[i3*3];
+
+ PxF32 tri[3*3];
+
+ tri[0] = p1[0];
+ tri[1] = p1[1];
+ tri[2] = p1[2];
+
+ tri[3] = p2[0];
+ tri[4] = p2[1];
+ tri[5] = p2[2];
+
+ tri[6] = p3[0];
+ tri[7] = p3[1];
+ tri[8] = p3[2];
+
+ PxF32 front[3*5];
+ PxF32 back[3*5];
+
+ PxU32 fcount,bcount;
+
+ PlaneTriResult result = fm_planeTriIntersection(planeEquation,tri,sizeof(PxF32)*3,0.00001f,front,fcount,back,bcount);
+
+ switch ( result )
+ {
+ case PTR_FRONT:
+ addTri(p1,p2,p3,leftIndices,leftVertices);
+ break;
+ case PTR_BACK:
+ addTri(p1,p2,p3,rightIndices,rightVertices);
+ break;
+ case PTR_SPLIT:
+ if ( fcount )
+ {
+ addTri(&front[0],&front[3],&front[6],leftIndices,leftVertices);
+ if ( fcount == 4 )
+ {
+ addTri(&front[0],&front[6],&front[9],leftIndices,leftVertices);
+ }
+ }
+ if ( bcount )
+ {
+ addTri(&back[0],&back[3],&back[6],rightIndices,rightVertices);
+ if ( bcount == 4 )
+ {
+ addTri(&back[0],&back[6],&back[9],rightIndices,rightVertices);
+ }
+ }
+ break;
+ case PTR_ON_PLANE: // Make compiler happy
+ break;
+ }
+ }
+ }
+
+ if ( !leftIndices.empty() )
+ {
+ leftMesh.set(leftVertices->getVcount(),leftIndices.size()/3,leftVertices->getVerticesFloat(),&leftIndices[0]);
+ }
+
+ if ( !rightIndices.empty() )
+ {
+ rightMesh.set(rightVertices->getVcount(),rightIndices.size()/3,rightVertices->getVerticesFloat(),&rightIndices[0]);
+ }
+ fm_releaseVertexIndex(leftVertices);
+ fm_releaseVertexIndex(rightVertices);
+}
+
+};