// 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. #ifndef PX_COLLISION_CONVEXMESHBUILDER #define PX_COLLISION_CONVEXMESHBUILDER #include "GuConvexMeshData.h" #include "PxCooking.h" #include "ConvexPolygonsBuilder.h" namespace physx { ////////////////////////////////////////////////////////////////////////// // Convex mesh builder, creates the convex mesh from given polygons and creates internal data class ConvexMeshBuilder { public: ConvexMeshBuilder(const bool buildGRBData); ~ConvexMeshBuilder(); // loads the computed or given convex hull from descriptor. // the descriptor does contain polygons directly, triangles are not allowed bool build(const PxConvexMeshDesc&, PxU32 gaussMapVertexLimit, bool validateOnly = false, bool userPolygons = false); // save the convex mesh into stream bool save(PxOutputStream& stream, bool platformMismatch) const; // copy the convex mesh into internal convex mesh, which can be directly used then bool copy(Gu::ConvexHullData& convexData, PxU32& nb); // loads the convex mesh from given polygons bool loadConvexHull(const PxConvexMeshDesc&, PxU32 gaussMapVertexLimit, bool userPolygons); // computed hull polygons from given triangles bool computeHullPolygons(const PxU32& nbVerts,const PxVec3* verts, const PxU32& nbTriangles, const PxU32* triangles, PxAllocatorCallback& inAllocator, PxU32& outNbVerts, PxVec3*& outVertices, PxU32& nbIndices, PxU32*& indices, PxU32& nbPolygons, PxHullPolygon*& polygons); // compute big convex data bool computeGaussMaps(); // compute mass, inertia tensor void computeMassInfo(bool lowerPrecision); // TEST_INTERNAL_OBJECTS // internal objects void computeInternalObjects(); //~TEST_INTERNAL_OBJECTS // return computed mass PxReal getMass() const { return mMass; } // return computed inertia tensor const PxMat33& getInertia() const { return mInertia; } // return big convex data BigConvexData* getBigConvexData() const { return mBigConvexData; } // set big convex data void setBigConvexData(BigConvexData* data) { mBigConvexData = data; } mutable ConvexPolygonsBuilder hullBuilder; protected: Gu::ConvexHullData mHullData; BigConvexData* mBigConvexData; //!< optional, only for large meshes! PT: redundant with ptr in chull data? Could also be end of other buffer PxReal mMass; //this is mass assuming a unit density that can be scaled by instances! PxMat33 mInertia; //in local space of mesh! }; } #endif