diff options
| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp | |
| download | physx-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.cpp | 120 |
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 new file mode 100644 index 00000000..37aa7b12 --- /dev/null +++ b/PhysX_3.4/Source/PhysXCooking/src/CookingUtils.cpp @@ -0,0 +1,120 @@ +// 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; +} |