// // 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 Hull2MESHEDGES_H #define Hull2MESHEDGES_H // This is a small code snippet which will take a convex hull described as an array of plane equations and, from that, // produce either an edge list (for wireframe debug visualization) or a triangle mesh. #include "PxVec3.h" #include "PxPlane.h" struct HullEdge { physx::PxVec3 e0,e1; }; struct HullMesh { uint32_t mVertexCount; uint32_t mTriCount; const physx::PxVec3 *mVertices; const uint16_t *mIndices; }; class Hull2MeshEdges { public: // Convert convex hull into a list of edges. virtual const HullEdge *getHullEdges(uint32_t planeCount, // Number of source planes const physx::PxPlane *planes, // The array of plane equations uint32_t &edgeCount) = 0; // Contains the number of edges built virtual bool getHullMesh(uint32_t planeCount, // Number of source planes const physx::PxPlane *planes, // The array of plane equations HullMesh &m) = 0; // The triangle mesh produced virtual void release(void) = 0; protected: virtual ~Hull2MeshEdges(void) { } }; Hull2MeshEdges *createHull2MeshEdges(void); #endif