// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "GuConvexEdgeFlags.h" #include "GuFeatureCode.h" using namespace physx; using namespace Gu; static FeatureCode computeFeatureCode(PxReal u, PxReal v) { // Analysis if(u==0.0f) { if(v==0.0f) { // Vertex 0 return FC_VERTEX0; } else if(v==1.0f) { // Vertex 2 return FC_VERTEX2; } else { // Edge 0-2 return FC_EDGE20; } } else if(u==1.0f) { if(v==0.0f) { // Vertex 1 return FC_VERTEX1; } } else { if(v==0.0f) { // Edge 0-1 return FC_EDGE01; } else { if((u+v)>=0.9999f) { // Edge 1-2 return FC_EDGE12; } else { // Face return FC_FACE; } } } return FC_UNDEFINED; } bool Gu::selectNormal(PxU8 data, PxReal u, PxReal v) { bool useFaceNormal = false; const FeatureCode FC = computeFeatureCode(u, v); switch(FC) { case FC_VERTEX0: if(!(data & (Gu::ETD_CONVEX_EDGE_01|Gu::ETD_CONVEX_EDGE_20))) useFaceNormal = true; break; case FC_VERTEX1: if(!(data & (Gu::ETD_CONVEX_EDGE_01|Gu::ETD_CONVEX_EDGE_12))) useFaceNormal = true; break; case FC_VERTEX2: if(!(data & (Gu::ETD_CONVEX_EDGE_12|Gu::ETD_CONVEX_EDGE_20))) useFaceNormal = true; break; case FC_EDGE01: if(!(data & Gu::ETD_CONVEX_EDGE_01)) useFaceNormal = true; break; case FC_EDGE12: if(!(data & Gu::ETD_CONVEX_EDGE_12)) useFaceNormal = true; break; case FC_EDGE20: if(!(data & Gu::ETD_CONVEX_EDGE_20)) useFaceNormal = true; break; case FC_FACE: useFaceNormal = true; break; case FC_UNDEFINED: break; }; return useFaceNormal; }