// 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/PxMemory.h" #include "PxSmoothNormals.h" #include "PsMathUtils.h" #include "PsUserAllocated.h" #include "PsUtilities.h" #include "CmPhysXCommon.h" using namespace physx; static PxReal computeAngle(const PxVec3* verts, const PxU32* refs, PxU32 vref) { PxU32 e0=0,e2=0; if(vref==refs[0]) { e0 = 2; e2 = 1; } else if(vref==refs[1]) { e0 = 2; e2 = 0; } else if(vref==refs[2]) { e0 = 0; e2 = 1; } else { PX_ASSERT(0); } const PxVec3 edge0 = verts[refs[e0]] - verts[vref]; const PxVec3 edge1 = verts[refs[e2]] - verts[vref]; return Ps::angle(edge0, edge1); } bool PxBuildSmoothNormals(PxU32 nbTris, PxU32 nbVerts, const PxVec3* verts, const PxU32* dFaces, const PxU16* wFaces, PxVec3* normals, bool flip) { if(!verts || !normals || !nbTris || !nbVerts) return false; // Get correct destination buffers // - if available, write directly to user-provided buffers // - else get some ram and keep track of it PxVec3* FNormals = reinterpret_cast(PX_ALLOC_TEMP(sizeof(PxVec3)*nbTris, "PxVec3")); if(!FNormals) return false; // Compute face normals const PxU32 c = PxU32(flip!=0); for(PxU32 i=0; i(PX_ALLOC_TEMP(sizeof(PxVec3)*nbVerts, "PxVec3")); PxMemSet(TmpNormals, 0, nbVerts*sizeof(PxVec3)); for(PxU32 i=0;i