// 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 "foundation/PxMemory.h" #include "GuBV4.h" #include "GuSerialize.h" #include "CmUtils.h" #include "PsUtilities.h" using namespace physx; using namespace Gu; #define DELETEARRAY(x) if (x) { delete []x; x = NULL; } SourceMesh::SourceMesh() { reset(); } SourceMesh::~SourceMesh() { PX_FREE_AND_RESET(mRemap); } void SourceMesh::reset() { mNbVerts = 0; mVerts = NULL; mNbTris = 0; mTriangles32 = NULL; mTriangles16 = NULL; mRemap = NULL; } void SourceMesh::operator=(SourceMesh& v) { mNbVerts = v.mNbVerts; mVerts = v.mVerts; mNbTris = v.mNbTris; mTriangles32 = v.mTriangles32; mTriangles16 = v.mTriangles16; mRemap = v.mRemap; v.reset(); } void SourceMesh::remapTopology(const PxU32* order) { if(!mNbTris) return; if(mTriangles32) { IndTri32* newTopo = PX_NEW(IndTri32)[mNbTris]; for(PxU32 i=0;i(PX_ALLOC(sizeof(PxU32)*mNbTris, "OPC2")); for(PxU32 i=0;i(mNbNodes); } //~PX_SERIALIZATION bool BV4Tree::load(PxInputStream& stream, PxU32 meshVersion) { PX_ASSERT(!mUserAllocated); PX_UNUSED(meshVersion); release(); PxI8 a, b, c, d; readChunk(a, b, c, d, stream); if(a!='B' || b!='V' || c!='4' || d!=' ') return false; const PxU32 version = 1; const bool mismatch = (shdfnd::littleEndian() == 1); if(readDword(mismatch, stream) != version) return false; mLocalBounds.mCenter.x = readFloat(mismatch, stream); mLocalBounds.mCenter.y = readFloat(mismatch, stream); mLocalBounds.mCenter.z = readFloat(mismatch, stream); mLocalBounds.mExtentsMagnitude = readFloat(mismatch, stream); mInitData = readDword(mismatch, stream); #ifdef GU_BV4_QUANTIZED_TREE mCenterOrMinCoeff.x = readFloat(mismatch, stream); mCenterOrMinCoeff.y = readFloat(mismatch, stream); mCenterOrMinCoeff.z = readFloat(mismatch, stream); mExtentsOrMaxCoeff.x = readFloat(mismatch, stream); mExtentsOrMaxCoeff.y = readFloat(mismatch, stream); mExtentsOrMaxCoeff.z = readFloat(mismatch, stream); #endif const PxU32 nbNodes = readDword(mismatch, stream); mNbNodes = nbNodes; if(nbNodes) { #ifdef GU_BV4_USE_SLABS BVDataPacked* nodes = reinterpret_cast(PX_ALLOC(sizeof(BVDataPacked)*nbNodes, "BV4 nodes")); // PT: PX_NEW breaks alignment here #else BVDataPacked* nodes = PX_NEW(BVDataPacked)[nbNodes]; #endif mNodes = nodes; Cm::markSerializedMem(nodes, sizeof(BVDataPacked)*nbNodes); for(PxU32 i=0;i