// 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 PX_QUICKHULL_CONVEXHULLLIB_H #define PX_QUICKHULL_CONVEXHULLLIB_H #include "ConvexHullLib.h" #include "Ps.h" #include "PsArray.h" #include "PsUserAllocated.h" namespace local { class QuickHull; struct QuickHullVertex; } namespace physx { class ConvexHull; ////////////////////////////////////////////////////////////////////////// // Quickhull lib constructs the hull from given input points. The resulting hull // will only contain a subset of the input points. The algorithm does incrementally // adds most furthest vertices to the starting simplex. The produced hulls are build with high precision // and produce more stable and correct results, than the legacy algorithm. class QuickHullConvexHullLib: public ConvexHullLib, public Ps::UserAllocated { PX_NOCOPY(QuickHullConvexHullLib) public: // functions QuickHullConvexHullLib(const PxConvexMeshDesc& desc, const PxCookingParams& params); ~QuickHullConvexHullLib(); // computes the convex hull from provided points virtual PxConvexMeshCookingResult::Enum createConvexHull(); // fills the convexmeshdesc with computed hull data virtual void fillConvexMeshDesc(PxConvexMeshDesc& desc); protected: // if vertex limit reached we need to expand the hull using the OBB slicing PxConvexMeshCookingResult::Enum expandHullOBB(); // if vertex limit reached we need to expand the hull using the plane shifting PxConvexMeshCookingResult::Enum expandHull(); // checks for collinearity and co planarity // returns true if the simplex was ok, we can reuse the computed tolerances and min/max values bool cleanupForSimplex(PxVec3* vertices, PxU32 vertexCount, local::QuickHullVertex* minimumVertex, local::QuickHullVertex* maximumVertex, float& tolerance, float& planeTolerance); // fill the result desc from quick hull convex void fillConvexMeshDescFromQuickHull(PxConvexMeshDesc& desc); // fill the result desc from cropped hull convex void fillConvexMeshDescFromCroppedHull(PxConvexMeshDesc& desc); private: local::QuickHull* mQuickHull; // the internal quick hull representation ConvexHull* mCropedConvexHull; //the hull cropped from OBB, used for vertex limit path PxVec3* mVertsOut; // vertices for output PxU32* mIndicesOut; // inidices for output PxHullPolygon* mPolygonsOut; // polygons for output }; } #endif