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All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_INFLATION_CONVEXHULLLIB_H #define PX_INFLATION_CONVEXHULLLIB_H #include "ConvexHullLib.h" #include "Ps.h" #include "PsArray.h" #include "PsUserAllocated.h" namespace local { class HullTriangles; } namespace physx { class ConvexHull; ////////////////////////////////////////////////////////////////////////// // internal hull lib results struct ConvexHullLibResult { // return code enum ErrorCode { eSUCCESS = 0, // success! eFAILURE, // failed. eVERTEX_LIMIT_REACHED, // vertex limit reached fallback. eZERO_AREA_TEST_FAILED// area test failed - failed to create simplex }; PxU32 mVcount; PxU32 mIndexCount; PxU32 mPolygonCount; PxVec3* mVertices; PxU32* mIndices; PxHullPolygon* mPolygons; ConvexHullLibResult() : mVcount(0), mIndexCount(0), mPolygonCount(0), mVertices(NULL), mIndices(NULL), mPolygons(NULL) { } }; ////////////////////////////////////////////////////////////////////////// // inflation based hull library. Using the legacy Stan hull lib with inflation // We construct the hull using incremental method and then inflate the resulting planes // by specified skinWidth. We take the planes and crop AABB with them to construct // the final hull. This method may reduce the number of polygons significantly // in case of lot of vertices are used. On the other hand, we produce new vertices // and enlarge the original hull constructed from the given input points. // Generally speaking, the increase of vertices is usually too big, so it is not worthy // to use this algorithm to reduce the number of polygons. This method is also very unprecise // and may produce invalid hulls. It is recommended to use the new quickhull library. class InflationConvexHullLib: public ConvexHullLib, public Ps::UserAllocated { PX_NOCOPY(InflationConvexHullLib) public: // functions InflationConvexHullLib(const PxConvexMeshDesc& desc, const PxCookingParams& params); ~InflationConvexHullLib(); // computes the convex hull from provided points virtual PxConvexMeshCookingResult::Enum createConvexHull(); // fills the convexmeshdesc with computed hull data virtual void fillConvexMeshDesc(PxConvexMeshDesc& desc); protected: // internal // compute the hull ConvexHullLibResult::ErrorCode computeHull(PxU32 vertsCount, const PxVec3* verts); // computes the hull ConvexHullLibResult::ErrorCode calchull(const PxVec3* verts, PxU32 verts_count, ConvexHull*& hullOut); // computes the actual hull using the incremental algorithm ConvexHullLibResult::ErrorCode calchullgen(const PxVec3* verts, PxU32 verts_count, local::HullTriangles& triangles); // calculates the hull planes from the triangles bool calchullplanes(const PxVec3* verts, local::HullTriangles& triangles, Ps::Array& planes); // construct the hull from given planes - create new verts bool overhull(const PxVec3* verts, PxU32 vertsCount,const Ps::Array& planes, ConvexHull*& hullOut); // expand the hull with the limited triangles set ConvexHullLibResult::ErrorCode expandHull(const PxVec3* verts, PxU32 vertsCount, const local::HullTriangles& triangles, ConvexHull*& hullOut); // expand the hull with the limited triangles set ConvexHullLibResult::ErrorCode expandHullOBB(const PxVec3* verts, PxU32 vertsCount, const local::HullTriangles& triangles, ConvexHull*& hullOut); private: bool mFinished; ConvexHullLibResult mHullResult; float mTolerance; float mPlaneTolerance; }; } #endif