// // 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 POLYGON_TRIANGULATOR_BASE_H #define POLYGON_TRIANGULATOR_BASE_H #include #include #include #include namespace physx { namespace fracture { namespace base { // ------------------------------------------------------------------------------ class PolygonTriangulator : public ::physx::shdfnd::UserAllocated { friend class SimScene; public: // singleton pattern //static PolygonTriangulator* getInstance(); //static void destroyInstance(); void triangulate(const PxVec3 *points, int numPoints, const int *indices = NULL, PxVec3 *planeNormal = NULL); const shdfnd::Array &getIndices() const { return mIndices; } protected: void importPoints(const PxVec3 *points, int numPoints, const int *indices, PxVec3 *planeNormal, bool &isConvex); void clipEars(); inline float cross(const PxVec3 &p0, const PxVec3 &p1); bool inTriangle(const PxVec3 &p, const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2); PolygonTriangulator(SimScene* scene); virtual ~PolygonTriangulator(); SimScene* mScene; shdfnd::Array mPoints; shdfnd::Array mIndices; struct Corner { int prev; int next; bool isEar; float angle; }; shdfnd::Array mCorners; }; } } } #endif #endif