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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 /PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp
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]
Diffstat (limited to 'PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp')
-rw-r--r--PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp120
1 files changed, 120 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp b/PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp
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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "foundation/PxMath.h"
+#include "CookingUtils.h"
+#include "CmRadixSortBuffered.h"
+#include "PsAllocator.h"
+#include "PsFPU.h"
+
+using namespace physx;
+using namespace Cm;
+
+ReducedVertexCloud::ReducedVertexCloud(const PxVec3* verts, PxU32 nb_verts) : mNbRVerts(0), mRVerts(NULL), mXRef(NULL)
+{
+ mVerts = verts;
+ mNbVerts = nb_verts;
+}
+
+ReducedVertexCloud::~ReducedVertexCloud()
+{
+ Clean();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+* Frees used ram.
+* \return Self-reference
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ReducedVertexCloud& ReducedVertexCloud::Clean()
+{
+ PX_DELETE_POD(mXRef);
+ PX_FREE_AND_RESET(mRVerts);
+ return *this;
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+* Reduction method. Use this to create a minimal vertex cloud.
+* \param rc [out] result structure
+* \return true if success
+* \warning This is not about welding nearby vertices, here we look for real redundant ones.
+*/
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+bool ReducedVertexCloud::Reduce(REDUCEDCLOUD* rc)
+{
+ Clean();
+
+ mXRef = PX_NEW(PxU32)[mNbVerts];
+
+ float* f = PX_NEW_TEMP(float)[mNbVerts];
+
+ for(PxU32 i=0;i<mNbVerts;i++)
+ f[i] = mVerts[i].x;
+
+ RadixSortBuffered Radix;
+ Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED);
+
+ for(PxU32 i=0;i<mNbVerts;i++)
+ f[i] = mVerts[i].y;
+ Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED);
+
+ for(PxU32 i=0;i<mNbVerts;i++)
+ f[i] = mVerts[i].z;
+ const PxU32* Sorted = Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED).GetRanks();
+
+ PX_DELETE_POD(f);
+
+ mNbRVerts = 0;
+ const PxU32 Junk[] = {PX_INVALID_U32, PX_INVALID_U32, PX_INVALID_U32};
+ const PxU32* Previous = Junk;
+ mRVerts = reinterpret_cast<PxVec3*>(PX_ALLOC(sizeof(PxVec3) * mNbVerts, "PxVec3"));
+ PxU32 Nb = mNbVerts;
+ while(Nb--)
+ {
+ const PxU32 Vertex = *Sorted++; // Vertex number
+
+ const PxU32* current = reinterpret_cast<const PxU32*>(&mVerts[Vertex]);
+ if(current[0]!=Previous[0] || current[1]!=Previous[1] || current[2]!=Previous[2])
+ mRVerts[mNbRVerts++] = mVerts[Vertex];
+
+ Previous = current;
+
+ mXRef[Vertex] = mNbRVerts-1;
+ }
+
+ if(rc)
+ {
+ rc->CrossRef = mXRef;
+ rc->NbRVerts = mNbRVerts;
+ rc->RVerts = mRVerts;
+ }
+ return true;
+}