// // 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. #include "ApexDefs.h" #include "ModuleClothingHelpers.h" #include "AbstractMeshDescription.h" namespace nvidia { namespace apex { void AbstractMeshDescription::UpdateDerivedInformation(RenderDebugInterface* renderDebug) { if (numIndices > 0) { pMin = pPosition[pIndices[0]]; pMax = pMin; } avgEdgeLength = 0; avgTriangleArea = 0; uint32_t triCount(numIndices / 3); uint32_t edgeCount(numIndices); for (uint32_t j = 0; j < numIndices; j += 3) { uint32_t i0 = pIndices[j + 0]; uint32_t i1 = pIndices[j + 1]; uint32_t i2 = pIndices[j + 2]; const PxVec3& v0 = pPosition[i0]; const PxVec3& v1 = pPosition[i1]; const PxVec3& v2 = pPosition[i2]; pMin.minimum(v0); pMin.minimum(v1); pMin.minimum(v2); pMax.maximum(v0); pMax.maximum(v1); pMax.maximum(v2); PxVec3 e0 = v1 - v0; PxVec3 e1 = v2 - v1; PxVec3 e2 = v0 - v2; avgEdgeLength += e0.magnitude(); avgEdgeLength += e1.magnitude(); avgEdgeLength += e2.magnitude(); if (renderDebug) { using RENDER_DEBUG::DebugColors; RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::DarkBlue)); RENDER_DEBUG_IFACE(renderDebug)->debugLine(v0, v1); RENDER_DEBUG_IFACE(renderDebug)->debugLine(v1, v2); RENDER_DEBUG_IFACE(renderDebug)->debugLine(v2, v0); RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::Green)); RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v0, 0.1f); RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v1, 0.1f); RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v2, 0.1f); } float triangleArea = e0.cross(e2).magnitude() * 0.5f; avgTriangleArea += triangleArea; triCount++; } avgEdgeLength /= edgeCount; avgTriangleArea /= triCount; centroid = 0.5f * (pMin + pMax); radius = 0.5f * (pMax - pMin).magnitude(); //printf("Min = <%f, %f, %f>; Max = <%f, %f, %f>; centroid = <%f, %f, %f>; radius = %f; avgEdgeLength = %f; avgTriangleArea = %f;\n", // pMin.x, pMin.y, pMin.z, pMax.x, pMax.y, pMax.z, centroid.x, centroid.y, centroid.z, radius, avgEdgeLength, avgTriangleArea); } } } // namespace nvidia