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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef __APEX_GENERALIZED_CUBE_TEMPLATES_H__
#define __APEX_GENERALIZED_CUBE_TEMPLATES_H__
#include "ApexUsingNamespace.h"
#include "PsUserAllocated.h"
#include "PsArray.h"
#include "PxVec3.h"
namespace nvidia
{
namespace apex
{
class ApexGeneralizedCubeTemplates : public UserAllocated
{
public:
ApexGeneralizedCubeTemplates();
void getTriangles(const int groups[8], physx::Array<int32_t> &indices);
private:
enum AllConsts
{
GEN_NUM_SUB_CELLS = 6,
SUB_GRID_LEN = GEN_NUM_SUB_CELLS,
SUB_GRID_LEN_2 = GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS,
NUM_SUB_CELLS = GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS * GEN_NUM_SUB_CELLS,
NUM_CUBE_VERTS = 19,
NUM_CASES_3 = 6561, // 2^8
};
struct GenSubCell
{
inline void init()
{
group = -1;
marked = false;
}
int32_t group;
bool marked;
};
struct GenCoord
{
void init(int32_t xi, int32_t yi, int32_t zi)
{
this->xi = xi;
this->yi = yi;
this->zi = zi;
}
bool operator == (const GenCoord& c) const
{
return xi == c.xi && yi == c.yi && zi == c.zi;
}
int32_t xi, yi, zi;
};
void createLookupTable3();
void setCellGroups(const int32_t groups[8]);
void splitDisconnectedGroups();
void findVertices();
void createTriangles(physx::Array<int32_t>& currentIndices);
bool isEdge(const GenCoord& c, int32_t dim, int32_t group0, int32_t group1);
inline uint32_t cellNr(uint32_t x, uint32_t y, uint32_t z)
{
return x * SUB_GRID_LEN_2 + y * SUB_GRID_LEN + z;
}
inline int32_t groupAt(int32_t x, int32_t y, int32_t z)
{
if (x < 0 || x >= SUB_GRID_LEN || y < 0 || y >= SUB_GRID_LEN || z < 0 || z >= SUB_GRID_LEN)
{
return -1;
}
return mSubGrid[x * SUB_GRID_LEN_2 + y * SUB_GRID_LEN + z].group;
}
inline bool vertexMarked(const GenCoord& c)
{
if (c.xi < 0 || c.xi > SUB_GRID_LEN || c.yi < 0 || c.yi > SUB_GRID_LEN || c.zi < 0 || c.zi > SUB_GRID_LEN)
{
return false;
}
return mVertexMarked[c.xi][c.yi][c.zi];
}
inline void markVertex(const GenCoord& c)
{
if (c.xi < 0 || c.xi > SUB_GRID_LEN || c.yi < 0 || c.yi > SUB_GRID_LEN || c.zi < 0 || c.zi > SUB_GRID_LEN)
{
return;
}
mVertexMarked[c.xi][c.yi][c.zi] = true;
}
float mBasis[NUM_SUB_CELLS][8];
PxVec3 mVertPos[NUM_CUBE_VERTS];
int mVertexAt[SUB_GRID_LEN + 1][SUB_GRID_LEN + 1][SUB_GRID_LEN + 1];
bool mVertexMarked[SUB_GRID_LEN + 1][SUB_GRID_LEN + 1][SUB_GRID_LEN + 1];
GenSubCell mSubGrid[NUM_SUB_CELLS];
int32_t mFirst3[NUM_CASES_3]; // 3^8
physx::Array<int32_t> mLookupIndices3;
int32_t mFirstPairVertex[8][8];
GenCoord mFirstPairCoord[8][8];
};
}
} // end namespace nvidia::apex
#endif
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