// // 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_3D_BASE_H #define DELAUNAY_3D_BASE_H // Matthias Muller-Fischer #include #include #include using namespace nvidia; #include "CompoundGeometryBase.h" namespace nvidia { namespace fracture { namespace base { class SimScene; // --------------------------------------------------------------------------------------- class Delaunay3d : public UserAllocated { friend class SimScene; public: // singleton pattern //static Delaunay3d* getInstance(); //static void destroyInstance(); // tetra mesh void tetrahedralize(const PxVec3 *vertices, int numVerts, int byteStride, bool removeExtraVerts = true); const nvidia::Array getTetras() const { return mIndices; } // voronoi mesh, needs tetra mesh void computeVoronoiMesh(); const CompoundGeometry &getGeometry() { return mGeom; } protected: Delaunay3d(SimScene* scene): mScene(scene) {} virtual ~Delaunay3d() {} // ------------------------------------------------------ struct Edge { void init(int i0, int i1, int tetraNr, int neighborNr = -1) { this->tetraNr = tetraNr; this->neighborNr = neighborNr; if (i0 > i1) { this->i0 = i0; this->i1 = i1; } else { this->i0 = i1; this->i1 = i0; } } bool operator <(const Edge &e) const { if (i0 < e.i0) return true; if (i0 > e.i0) return false; if (i1 < e.i1) return true; if (i1 > e.i1) return false; return (neighborNr < e.neighborNr); } bool operator ==(Edge &e) const { return i0 == e.i0 && i1 == e.i1; } int i0, i1; int tetraNr; int neighborNr; }; // ------------------------------------------------------ struct Tetra { void init(int i0, int i1, int i2, int i3) { ids[0] = i0; ids[1] = i1; ids[2] = i2; ids[3] = i3; neighborNrs[0] = neighborNrs[1] = neighborNrs[2] = neighborNrs[3] = -1; circumsphereDirty = true; center = PxVec3(0.0f, 0.0f, 0.0f); radiusSquared = 0.0f; deleted = false; } inline int& neighborOf(int i0, int i1, int i2) { if (ids[0] != i0 && ids[0] != i1 && ids[0] != i2) return neighborNrs[0]; if (ids[1] != i0 && ids[1] != i1 && ids[1] != i2) return neighborNrs[1]; if (ids[2] != i0 && ids[2] != i1 && ids[2] != i2) return neighborNrs[2]; if (ids[3] != i0 && ids[3] != i1 && ids[3] != i2) return neighborNrs[3]; return neighborNrs[0]; } int ids[4]; int neighborNrs[4]; bool circumsphereDirty; PxVec3 center; float radiusSquared; bool deleted; static const int sideIndices[4][3]; }; // ------------------------------------------------------ void clear(); void delaunayTetrahedralization(); int findSurroundingTetra(int startTetra, const PxVec3 &p) const; void updateCircumSphere(Tetra &tetra); bool pointInCircumSphere(Tetra &tetra, const PxVec3 &p); void retriangulate(int tetraNr, int vertNr); void compressTetrahedra(bool removeExtraVerts); SimScene* mScene; int mFirstFarVertex; int mLastFarVertex; nvidia::Array mVertices; nvidia::Array mTetras; nvidia::Array mIndices; CompoundGeometry mGeom; mutable nvidia::Array mTetMarked; mutable int mTetMark; }; } } } #endif #endif