// 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) 2008-2016 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef BIG_CONVEX_DATA_BUILDER_H #define BIG_CONVEX_DATA_BUILDER_H #include "foundation/PxMemory.h" #include "PsVecMath.h" namespace physx { struct HullTriangleData; class BigConvexData; class ConvexHullBuilder; ////////////////////////////////////////////////////////////////////////// //! Valencies creation structure struct ValenciesCreate { //! Constructor ValenciesCreate() { PxMemZero(this, sizeof(*this)); } PxU32 nbVerts; //!< Number of vertices PxU32 nbFaces; //!< Number of faces const PxU32* dFaces; //!< List of faces (triangle list) const PxU16* wFaces; //!< List of faces (triangle list) bool adjacentList; //!< Compute list of adjacent vertices or not }; ////////////////////////////////////////////////////////////////////////// class BigConvexDataBuilder : public Ps::UserAllocated { public: BigConvexDataBuilder(const Gu::ConvexHullData* hull, BigConvexData* gm, const PxVec3* hullVerts); ~BigConvexDataBuilder(); // Support vertex map bool precompute(PxU32 subdiv); bool initialize(); bool save(PxOutputStream& stream, bool platformMismatch) const; bool computeValencies(const ConvexHullBuilder& meshBuilder); //~Support vertex map // Valencies /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Computes valencies and adjacent vertices. * After the call, get results with the appropriate accessors. * * \param vc [in] creation structure * \return true if success. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool compute(const ValenciesCreate& vc) const; bool saveValencies(PxOutputStream& stream, bool platformMismatch) const; //~Valencies protected: PX_FORCE_INLINE void precomputeSample(const PxVec3& dir, PxU8& startIndex, float negativeDir); private: const Gu::ConvexHullData* mHull; BigConvexData* mSVM; const PxVec3* mHullVerts; }; } #endif // BIG_CONVEX_DATA_BUILDER_H