// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef __APEX_GENERALIZED_CUBE_TEMPLATES_H__ #define __APEX_GENERALIZED_CUBE_TEMPLATES_H__ #include "ApexUsingNamespace.h" #include "PsUserAllocated.h" #include "PsArray.h" #include "PxVec3.h" namespace nvidia { namespace apex { class ApexGeneralizedCubeTemplates : public UserAllocated { public: ApexGeneralizedCubeTemplates(); void getTriangles(const int groups[8], physx::Array &indices); private: enum AllConsts { GEN_NUM_SUB_CELLS = 6, SUB_GRID_LEN = GEN_NUM_SUB_CELLS, SUB_GRID_LEN_2 = GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS, NUM_SUB_CELLS = GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS, NUM_CUBE_VERTS = 19, NUM_CASES_3 = 6561, // 2^8 }; struct GenSubCell { inline void init() { group = -1; marked = false; } int32_t group; bool marked; }; struct GenCoord { void init(int32_t xi, int32_t yi, int32_t zi) { this->xi = xi; this->yi = yi; this->zi = zi; } bool operator == (const GenCoord& c) const { return xi == c.xi && yi == c.yi && zi == c.zi; } int32_t xi, yi, zi; }; void createLookupTable3(); void setCellGroups(const int32_t groups[8]); void splitDisconnectedGroups(); void findVertices(); void createTriangles(physx::Array& currentIndices); bool isEdge(const GenCoord& c, int32_t dim, int32_t group0, int32_t group1); inline uint32_t cellNr(uint32_t x, uint32_t y, uint32_t z) { return x * SUB_GRID_LEN_2 + y * SUB_GRID_LEN + z; } inline int32_t groupAt(int32_t x, int32_t y, int32_t z) { if (x < 0 || x >= SUB_GRID_LEN || y < 0 || y >= SUB_GRID_LEN || z < 0 || z >= SUB_GRID_LEN) { return -1; } return mSubGrid[x * SUB_GRID_LEN_2 + y * SUB_GRID_LEN + z].group; } inline bool vertexMarked(const GenCoord& c) { if (c.xi < 0 || c.xi > SUB_GRID_LEN || c.yi < 0 || c.yi > SUB_GRID_LEN || c.zi < 0 || c.zi > SUB_GRID_LEN) { return false; } return mVertexMarked[c.xi][c.yi][c.zi]; } inline void markVertex(const GenCoord& c) { if (c.xi < 0 || c.xi > SUB_GRID_LEN || c.yi < 0 || c.yi > SUB_GRID_LEN || c.zi < 0 || c.zi > SUB_GRID_LEN) { return; } mVertexMarked[c.xi][c.yi][c.zi] = true; } float mBasis[NUM_SUB_CELLS][8]; PxVec3 mVertPos[NUM_CUBE_VERTS]; int mVertexAt[SUB_GRID_LEN + 1][SUB_GRID_LEN + 1][SUB_GRID_LEN + 1]; bool mVertexMarked[SUB_GRID_LEN + 1][SUB_GRID_LEN + 1][SUB_GRID_LEN + 1]; GenSubCell mSubGrid[NUM_SUB_CELLS]; int32_t mFirst3[NUM_CASES_3]; // 3^8 physx::Array mLookupIndices3; int32_t mFirstPairVertex[8][8]; GenCoord mFirstPairCoord[8][8]; }; } } // end namespace nvidia::apex #endif