From 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 Mon Sep 17 00:00:00 2001 From: git perforce import user Date: Tue, 25 Oct 2016 12:29:14 -0600 Subject: Initial commit: PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167] --- PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp | 233 ++++++++++++++++++++++ 1 file changed, 233 insertions(+) create mode 100644 PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp (limited to 'PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp') diff --git a/PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp b/PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp new file mode 100644 index 00000000..0f4b6f67 --- /dev/null +++ b/PhysX_3.4/Source/PhysXCooking/src/MeshCleaner.cpp @@ -0,0 +1,233 @@ +// 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/PxVec3.h" +#include "MeshCleaner.h" +#include "PsAllocator.h" +#include "PsBitUtils.h" + +#ifndef PX_COOKING +#error Do not include anymore! +#endif + +using namespace physx; + +struct Indices +{ + PxU32 mRef[3]; + + PX_FORCE_INLINE bool operator!=(const Indices&v) const { return mRef[0] != v.mRef[0] || mRef[1] != v.mRef[1] || mRef[2] != v.mRef[2]; } +}; + +static PX_FORCE_INLINE PxU32 getHashValue(const PxVec3& v) +{ + const PxU32* h = reinterpret_cast(&v.x); + const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 + return (f>>22)^(f>>12)^(f); +} + +static PX_FORCE_INLINE PxU32 getHashValue(const Indices& v) +{ +// const PxU32* h = v.mRef; +// const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 +// return (f>>22)^(f>>12)^(f); + + PxU32 a = v.mRef[0]; + PxU32 b = v.mRef[1]; + PxU32 c = v.mRef[2]; + a=a-b; a=a-c; a=a^(c >> 13); + b=b-c; b=b-a; b=b^(a << 8); + c=c-a; c=c-b; c=c^(b >> 13); + a=a-b; a=a-c; a=a^(c >> 12); + b=b-c; b=b-a; b=b^(a << 16); + c=c-a; c=c-b; c=c^(b >> 5); + a=a-b; a=a-c; a=a^(c >> 3); + b=b-c; b=b-a; b=b^(a << 10); + c=c-a; c=c-b; c=c^(b >> 15); + return c; +} + +MeshCleaner::MeshCleaner(PxU32 nbVerts, const PxVec3* srcVerts, PxU32 nbTris, const PxU32* srcIndices, PxF32 meshWeldTolerance) +{ + PxVec3* cleanVerts = reinterpret_cast(PX_ALLOC(sizeof(PxVec3)*nbVerts, "MeshCleaner")); + PX_ASSERT(cleanVerts); + + PxU32* indices = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbTris*3, "MeshCleaner")); + + PxU32* remapTriangles = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbTris, "MeshCleaner")); + + PxU32* vertexIndices = NULL; + if(meshWeldTolerance!=0.0f) + { + vertexIndices = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner")); + const PxF32 weldTolerance = 1.0f / meshWeldTolerance; + // snap to grid + for(PxU32 i=0; i(PX_ALLOC(sizeof(PxU32)*(hashSize + maxNbElems), "MeshCleaner")); + PX_ASSERT(hashTable); + memset(hashTable, 0xff, hashSize * sizeof(PxU32)); + PxU32* const next = hashTable + hashSize; + + PxU32* remapVerts = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner")); + memset(remapVerts, 0xff, nbVerts * sizeof(PxU32)); + + for(PxU32 i=0;i=nbVerts || vref1>=nbVerts || vref2>=nbVerts) + continue; + + // PT: you can still get zero-area faces when the 3 vertices are perfectly aligned + const PxVec3& p0 = srcVerts[vref0]; + const PxVec3& p1 = srcVerts[vref1]; + const PxVec3& p2 = srcVerts[vref2]; + const float area2 = ((p0 - p1).cross(p0 - p2)).magnitudeSquared(); + if(area2==0.0f) + continue; + + vref0 = remapVerts[vref0]; + vref1 = remapVerts[vref1]; + vref2 = remapVerts[vref2]; + if(vref0==vref1 || vref1==vref2 || vref2==vref0) + continue; + + indices[nbCleanedTris*3+0] = vref0; + indices[nbCleanedTris*3+1] = vref1; + indices[nbCleanedTris*3+2] = vref2; + remapTriangles[nbCleanedTris] = i; + nbCleanedTris++; + } + PX_FREE(remapVerts); + + PxU32 nbToGo = nbCleanedTris; + nbCleanedTris = 0; + memset(hashTable, 0xff, hashSize * sizeof(PxU32)); + + Indices* const I = reinterpret_cast(indices); + bool idtRemap = true; + for(PxU32 i=0;i