// 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/PxMath.h" #include "CookingUtils.h" #include "CmRadixSortBuffered.h" #include "PsAllocator.h" #include "PsFPU.h" using namespace physx; using namespace Cm; ReducedVertexCloud::ReducedVertexCloud(const PxVec3* verts, PxU32 nb_verts) : mNbRVerts(0), mRVerts(NULL), mXRef(NULL) { mVerts = verts; mNbVerts = nb_verts; } ReducedVertexCloud::~ReducedVertexCloud() { Clean(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Frees used ram. * \return Self-reference */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ReducedVertexCloud& ReducedVertexCloud::Clean() { PX_DELETE_POD(mXRef); PX_FREE_AND_RESET(mRVerts); return *this; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Reduction method. Use this to create a minimal vertex cloud. * \param rc [out] result structure * \return true if success * \warning This is not about welding nearby vertices, here we look for real redundant ones. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool ReducedVertexCloud::Reduce(REDUCEDCLOUD* rc) { Clean(); mXRef = PX_NEW(PxU32)[mNbVerts]; float* f = PX_NEW_TEMP(float)[mNbVerts]; for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED); for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED); for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED).GetRanks(); PX_DELETE_POD(f); mNbRVerts = 0; const PxU32 Junk[] = {PX_INVALID_U32, PX_INVALID_U32, PX_INVALID_U32}; const PxU32* Previous = Junk; mRVerts = reinterpret_cast(PX_ALLOC(sizeof(PxVec3) * mNbVerts, "PxVec3")); PxU32 Nb = mNbVerts; while(Nb--) { const PxU32 Vertex = *Sorted++; // Vertex number const PxU32* current = reinterpret_cast(&mVerts[Vertex]); if(current[0]!=Previous[0] || current[1]!=Previous[1] || current[2]!=Previous[2]) mRVerts[mNbRVerts++] = mVerts[Vertex]; Previous = current; mXRef[Vertex] = mNbRVerts-1; } if(rc) { rc->CrossRef = mXRef; rc->NbRVerts = mNbRVerts; rc->RVerts = mRVerts; } return true; }