// 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 "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