// // 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 "RTdef.h" #if RT_COMPILE #ifndef DELAUNAY_2D_BASE_H #define DELAUNAY_2D_BASE_H #include #include #include namespace nvidia { namespace fracture { namespace base { // ------------------------------------------------------------------------------ struct Point; struct Edge; struct Triangle; class SimScene; // ------------------------------------------------------------------------------ class Delaunay2d : public UserAllocated { friend class SimScene; public: // singleton pattern //static Delaunay2d* getInstance(); //static void destroyInstance(); void triangulate(const PxVec3 *vertices, int numVerts, int byteStride, bool removeFarVertices = true); const nvidia::Array getIndices() const { return mIndices; } // voronoi mesh, needs triangle mesh void computeVoronoiMesh(); struct Convex { int firstVert; int numVerts; int firstNeighbor; int numNeighbors; }; const nvidia::Array getConvexes() const { return mConvexes; } const nvidia::Array getConvexVerts() const { return mConvexVerts; } const nvidia::Array getConvexNeighbors() const { return mConvexNeighbors; } protected: Delaunay2d(SimScene* scene); virtual ~Delaunay2d(); void clear(); void delaunayTriangulation(); struct Edge { Edge() {} Edge(int np0, int np1) { p0 = np0; p1 = np1; } bool operator == (const Edge &e) { return (p0 == e.p0 && p1 == e.p1) || (p0 == e.p1 && p1 == e.p0); } int p0, p1; }; struct Triangle { int p0, p1, p2; PxVec3 center; float circumRadiusSquared; }; void addTriangle(int p0, int p1, int p2); void getCircumSphere(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2, PxVec3 ¢er, float &radiusSquared); SimScene* mScene; nvidia::Array mVertices; nvidia::Array mIndices; nvidia::Array mTriangles; nvidia::Array mEdges; nvidia::Array mConvexes; nvidia::Array mConvexVerts; nvidia::Array mConvexNeighbors; int mFirstFarVertex; }; } } } // ------------------------------------------------------------------------------ #endif #endif