// // 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) 2008-2018 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 "GuConvexHelper.h" #include "GuGeometryUnion.h" #include "GuInternal.h" #include "PsUtilities.h" using namespace physx; using namespace Gu; // PT: we can't call alloca in a function and we want to avoid defines or duplicating the code. This makes it a bit tricky to write. void Gu::getScaledConvex( PxVec3*& scaledVertices, PxU8*& scaledIndices, PxVec3* dstVertices, PxU8* dstIndices, bool idtConvexScale, const PxVec3* srcVerts, const PxU8* srcIndices, PxU32 nbVerts, const Cm::FastVertex2ShapeScaling& convexScaling) { //pretransform convex polygon if we have scaling! if(idtConvexScale) // PT: the scale is always 1 for boxes so no need to test the type { scaledVertices = const_cast(srcVerts); scaledIndices = const_cast(srcIndices); } else { scaledIndices = dstIndices; scaledVertices = dstVertices; for(PxU32 i=0; i(); const bool idtScale = shapeConvex.scale.isIdentity(); if(!idtScale) scaling.init(shapeConvex.scale); // PT: this version removes all the FCMPs and almost all LHS. This is temporary until // the legacy 3x3 matrix totally vanishes but meanwhile do NOT do useless matrix conversions, // it's a perfect recipe for LHS. PX_ASSERT(!shapeConvex.hullData->mAABB.isEmpty()); bounds = shapeConvex.hullData->mAABB.transformFast(scaling.getVertex2ShapeSkew()); getPolygonalData_Convex(&polyData, shapeConvex.hullData, scaling); // PT: non-uniform scaling invalidates the "internal objects" optimization, since our internal sphere // might become an ellipsoid or something. Just disable the optimization if scaling is used... if(!idtScale) polyData.mInternal.reset(); return idtScale; } PxU32 Gu::findUniqueConvexEdges(PxU32 maxNbEdges, ConvexEdge* PX_RESTRICT edges, PxU32 numPolygons, const Gu::HullPolygonData* PX_RESTRICT polygons, const PxU8* PX_RESTRICT vertexData) { PxU32 nbEdges = 0; while(numPolygons--) { const HullPolygonData& polygon = *polygons++; const PxU8* vRefBase = vertexData + polygon.mVRef8; PxU32 numEdges = polygon.mNbVerts; PxU32 a = numEdges - 1; PxU32 b = 0; while(numEdges--) { PxU8 vi0 = vRefBase[a]; PxU8 vi1 = vRefBase[b]; if(vi1 < vi0) { PxU8 tmp = vi0; vi0 = vi1; vi1 = tmp; } bool found=false; for(PxU32 i=0;i