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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.
#include "ApexSubdivider.h"
#include "ApexSDKIntl.h"
#include "PsSort.h"
namespace nvidia
{
namespace apex
{
ApexSubdivider::ApexSubdivider() :
mMarkedVertices(0),
mTriangleListEmptyElement(-1)
{
mBound.setEmpty();
mRand.setSeed(0);
}
void ApexSubdivider::clear()
{
mBound.setEmpty();
mRand.setSeed(0);
}
void ApexSubdivider::registerVertex(const PxVec3& v, uint32_t bitFlagPayload)
{
SubdividerVertex vertex(v, bitFlagPayload);
mVertices.pushBack(vertex);
mBound.include(v);
}
void ApexSubdivider::registerTriangle(uint32_t i0, uint32_t i1, uint32_t i2)
{
PX_ASSERT(i0 < mVertices.size());
PX_ASSERT(i1 < mVertices.size());
PX_ASSERT(i2 < mVertices.size());
SubdividerTriangle t;
t.init(i0, i1, i2);
uint32_t triangleNumber = mTriangles.size();
mTriangles.pushBack(t);
addTriangleToVertex(i0, triangleNumber);
addTriangleToVertex(i1, triangleNumber);
addTriangleToVertex(i2, triangleNumber);
}
void ApexSubdivider::endRegistration()
{
}
void ApexSubdivider::mergeVertices(IProgressListener* progress)
{
PX_UNUSED(progress);
if (mVertices.empty())
{
APEX_INVALID_OPERATION("no vertices available");
return;
}
const float MERGE_THRESHOLD = 1.0e-6f;
const float d = (mBound.minimum - mBound.maximum).magnitude() * MERGE_THRESHOLD;
const float d2 = d * d;
Array<SubdividerVertexRef> refs;
refs.reserve(mVertices.size());
for (uint32_t i = 0; i < mVertices.size(); i++)
{
SubdividerVertex& v = mVertices[i];
v.marked = false;
SubdividerVertexRef vr(v.pos, i);
refs.pushBack(vr);
}
mMarkedVertices = 0;
shdfnd::sort(refs.begin(), refs.size(), SubdividerVertexRef());
for (uint32_t i = 0; i < refs.size() - 1; i++)
{
uint32_t iNr = refs[i].vertexNr;
SubdividerVertex& vi = mVertices[iNr];
if (vi.marked)
{
continue;
}
const PxVec3 pos = refs[i].pos;
uint32_t j = i + 1;
while (j < refs.size() && fabs(refs[j].pos.x - pos.x) < MERGE_THRESHOLD)
{
if ((refs[j].pos - pos).magnitudeSquared() < d2)
{
uint32_t jNr = refs[j].vertexNr;
SubdividerVertex& vj = mVertices[jNr];
const uint32_t payload = vi.payload | vj.payload;
vi.payload = vj.payload = payload;
if (vj.firstTriangle != -1)
{
// find vi's last triangle, add the others there
int32_t lastTri = vi.firstTriangle;
for (;;)
{
TriangleList& t = mTriangleList[(uint32_t)lastTri];
if (t.nextTriangle == -1)
{
break;
}
PX_ASSERT(t.triangleNumber < mTriangles.size());
lastTri = t.nextTriangle;
}
PX_ASSERT(lastTri != -1);
PX_ASSERT((uint32_t)lastTri < mTriangleList.size());
PX_ASSERT(mTriangleList[(uint32_t)lastTri].nextTriangle == -1);
mTriangleList[(uint32_t)lastTri].nextTriangle = vj.firstTriangle;
vj.firstTriangle = -1;
lastTri = mTriangleList[(uint32_t)lastTri].nextTriangle;
while (lastTri != -1)
{
uint32_t tNr = mTriangleList[(uint32_t)lastTri].triangleNumber;
PX_ASSERT(tNr < mTriangles.size());
mTriangles[tNr].replaceVertex(refs[j].vertexNr, refs[i].vertexNr);
lastTri = mTriangleList[(uint32_t)lastTri].nextTriangle;
}
}
vj.marked = true;
mMarkedVertices++;
}
j++;
}
}
if (mMarkedVertices > 0)
{
compress();
}
}
void ApexSubdivider::closeMesh(IProgressListener* progress)
{
PX_UNUSED(progress);
Array<SubdividerEdge> edges, borderEdges;
SubdividerEdge edge;
edges.reserve(mTriangles.size() * 3);
for (uint32_t i = 0; i < mTriangles.size(); i++)
{
SubdividerTriangle& t = mTriangles[i];
edge.init(t.vertexNr[0], t.vertexNr[1], i);
edges.pushBack(edge);
edge.init(t.vertexNr[1], t.vertexNr[2], i);
edges.pushBack(edge);
edge.init(t.vertexNr[2], t.vertexNr[0], i);
edges.pushBack(edge);
}
shdfnd::sort(edges.begin(), edges.size(), SubdividerEdge());
for (uint32_t i = 0; i < edges.size(); i++)
{
SubdividerEdge& ei = edges[i];
uint32_t j = i + 1;
while (j < edges.size() && edges[j] == ei)
{
j++;
}
if (j == i + 1)
{
borderEdges.pushBack(ei);
}
i = j - 1;
}
// find border circles
Array<uint32_t> borderVertices;
borderVertices.reserve(borderEdges.size());
while (!borderEdges.empty())
{
edge = borderEdges.back();
borderEdges.popBack();
borderVertices.clear();
// find orientation
const SubdividerTriangle& triangle = mTriangles[edge.triangleNr];
PX_ASSERT(triangle.containsVertex(edge.v0));
PX_ASSERT(triangle.containsVertex(edge.v1));
bool swap = triangle.vertexNr[0] == edge.v0 || (triangle.vertexNr[1] == edge.v0 && triangle.vertexNr[0] != edge.v1);
if (swap)
{
borderVertices.pushBack(edge.v1);
borderVertices.pushBack(edge.v0);
}
else
{
borderVertices.pushBack(edge.v0);
borderVertices.pushBack(edge.v1);
}
uint32_t currentV = borderVertices.back();
int32_t nextV = -1;
do
{
nextV = -1;
uint32_t i = 0;
for (; i < borderEdges.size(); i++)
{
SubdividerEdge& ei = borderEdges[i];
if (ei.v0 == currentV)
{
nextV = (int32_t)ei.v1;
break;
}
else if (ei.v1 == currentV)
{
nextV = (int32_t)ei.v0;
break;
}
}
if (nextV < 0)
{
break; // chain ended
}
PX_ASSERT(i < borderEdges.size());
borderEdges.replaceWithLast(i);
borderVertices.pushBack((uint32_t)nextV);
currentV = (uint32_t)nextV;
}
while (nextV >= 0);
if (borderVertices[0] == borderVertices[borderVertices.size() - 1])
{
borderVertices.popBack();
}
closeHole(borderVertices.begin(), borderVertices.size());
}
}
void ApexSubdivider::subdivide(uint32_t subdivisionGridSize, IProgressListener*)
{
PX_ASSERT(subdivisionGridSize > 0);
if (subdivisionGridSize == 0)
{
return;
}
const float maxLength = (mBound.minimum - mBound.maximum).magnitude() / (float)subdivisionGridSize;
const float threshold = 2.0f * maxLength;
const float threshold2 = threshold * threshold;
PX_ASSERT(threshold2 > 0.0f);
if (threshold2 <= 0.0f)
{
return;
}
Array<SubdividerEdge> edges;
edges.reserve(mTriangles.size() * 3);
for (uint32_t i = 0; i < mTriangles.size(); i++)
{
SubdividerEdge edge;
SubdividerTriangle& t = mTriangles[i];
edge.init(t.vertexNr[0], t.vertexNr[1], i);
edges.pushBack(edge);
edge.init(t.vertexNr[1], t.vertexNr[2], i);
edges.pushBack(edge);
edge.init(t.vertexNr[2], t.vertexNr[0], i);
edges.pushBack(edge);
}
shdfnd::sort(edges.begin(), edges.size(), SubdividerEdge());
uint32_t i = 0;
while (i < edges.size())
{
SubdividerEdge& ei = edges[i];
uint32_t newI = i + 1;
while (newI < edges.size() && edges[newI] == ei)
{
newI++;
}
const PxVec3 p0 = mVertices[ei.v0].pos;
const PxVec3 p1 = mVertices[ei.v1].pos;
const float d2 = (p0 - p1).magnitudeSquared();
if (d2 < threshold2)
{
i = newI;
continue;
}
uint32_t newVertex = mVertices.size();
const float eps = 1.0e-4f;
SubdividerVertex vertex;
vertex.pos = (p0 + p1) * 0.5f + PxVec3(mRand.getNext(), mRand.getNext(), mRand.getNext()) * eps;
vertex.payload = mVertices[ei.v0].payload | mVertices[ei.v1].payload;
mVertices.pushBack(vertex);
uint32_t newEdgeNr = edges.size();
for (uint32_t j = i; j < newI; j++)
{
SubdividerEdge ej = edges[j];
SubdividerTriangle tj = mTriangles[ej.triangleNr];
uint32_t v2 = 0; // the vertex not contained in the edge
if (tj.vertexNr[1] != ej.v0 && tj.vertexNr[1] != ej.v1)
{
v2 = 1;
}
else if (tj.vertexNr[2] != ej.v0 && tj.vertexNr[2] != ej.v1)
{
v2 = 2;
}
const uint32_t v0 = (v2 + 1) % 3;
const uint32_t v1 = (v0 + 1) % 3;
// generate new triangle
const uint32_t newTriangle = mTriangles.size();
SubdividerTriangle tNew;
tNew.init(tj.vertexNr[v0], newVertex, tj.vertexNr[v2]);
mTriangles.pushBack(tNew);
addTriangleToVertex(tNew.vertexNr[0], newTriangle);
addTriangleToVertex(tNew.vertexNr[1], newTriangle);
addTriangleToVertex(tNew.vertexNr[2], newTriangle);
// modify existing triangle
removeTriangleFromVertex(tj.vertexNr[v0], ej.triangleNr);
tj.vertexNr[v0] = newVertex;
mTriangles[ej.triangleNr].vertexNr[v0] = newVertex;
addTriangleToVertex(newVertex, ej.triangleNr);
// update edges
int32_t k = binarySearchEdges(edges, tNew.vertexNr[2], tNew.vertexNr[0], ej.triangleNr);
PX_ASSERT(k >= 0);
edges[(uint32_t)k].triangleNr = newTriangle;
SubdividerEdge edge;
edge.init(tj.vertexNr[v2], tj.vertexNr[v0], ej.triangleNr);
edges.pushBack(edge);
edge.init(tj.vertexNr[v0], tj.vertexNr[v1], ej.triangleNr);
edges.pushBack(edge);
edge.init(tNew.vertexNr[0], tNew.vertexNr[1], newTriangle);
edges.pushBack(edge);
edge.init(tNew.vertexNr[1], tNew.vertexNr[2], newTriangle);
edges.pushBack(edge);
}
i = newI;
PX_ASSERT(newEdgeNr < edges.size());
shdfnd::sort(edges.begin() + newEdgeNr, edges.size() - newEdgeNr, SubdividerEdge());
}
}
uint32_t ApexSubdivider::getNumVertices() const
{
PX_ASSERT(mMarkedVertices == 0);
return mVertices.size();
}
uint32_t ApexSubdivider::getNumTriangles() const
{
return mTriangles.size();
}
void ApexSubdivider::getVertex(uint32_t i, PxVec3& v, uint32_t& bitFlagPayload) const
{
PX_ASSERT(mMarkedVertices == 0);
PX_ASSERT(i < mVertices.size());
v = mVertices[i].pos;
bitFlagPayload = mVertices[i].payload;
}
void ApexSubdivider::getTriangle(uint32_t i, uint32_t& i0, uint32_t& i1, uint32_t& i2) const
{
PX_ASSERT(i < mTriangles.size());
PX_ASSERT(mTriangles[i].isValid());
const SubdividerTriangle& t = mTriangles[i];
i0 = t.vertexNr[0];
i1 = t.vertexNr[1];
i2 = t.vertexNr[2];
}
void ApexSubdivider::compress()
{
Array<uint32_t> oldToNew;
oldToNew.resize(mVertices.size());
Array<SubdividerVertex> newVertices;
newVertices.reserve(mVertices.size() - mMarkedVertices);
for (uint32_t i = 0; i < mVertices.size(); i++)
{
if (mVertices[i].marked)
{
oldToNew[i] = (uint32_t) - 1;
mMarkedVertices--;
}
else
{
oldToNew[i] = newVertices.size();
newVertices.pushBack(mVertices[i]);
}
}
mVertices.resize(newVertices.size());
for (uint32_t i = 0; i < newVertices.size(); i++)
{
mVertices[i] = newVertices[i];
}
for (uint32_t i = 0; i < mTriangles.size(); i++)
{
if (mTriangles[i].isValid())
{
SubdividerTriangle& t = mTriangles[i];
t.vertexNr[0] = oldToNew[t.vertexNr[0]];
t.vertexNr[1] = oldToNew[t.vertexNr[1]];
t.vertexNr[2] = oldToNew[t.vertexNr[2]];
}
else
{
mTriangles.replaceWithLast(i);
i--;
}
}
PX_ASSERT(mMarkedVertices == 0);
}
void ApexSubdivider::closeHole(uint32_t* indices, uint32_t numIndices)
{
if (numIndices < 3)
{
return;
}
SubdividerTriangle triangle;
triangle.init(0, 0, 0);
// fill hole
while (numIndices > 3)
{
PxVec3 normal(0.0f);
for (uint32_t i = 0; i < numIndices; i++)
{
const PxVec3& p0 = mVertices[indices[i]].pos;
const PxVec3& p1 = mVertices[indices[(i + 1) % numIndices]].pos;
const PxVec3& p2 = mVertices[indices[(i + 2) % numIndices]].pos;
PxVec3 normalI = (p0 - p1).cross(p2 - p1);
normalI.normalize();
normal += normalI;
}
normal.normalize();
float maxQuality = -1.0f;
int32_t bestI = -1;
for (uint32_t i = 0; i < numIndices; i++)
{
const uint32_t i2 = (i + 2) % numIndices;
const uint32_t b0 = indices[i];
const uint32_t b1 = indices[(i + 1) % numIndices];
const uint32_t b2 = indices[i2];
const uint32_t b3 = indices[(i + 3) % numIndices];
const uint32_t b4 = indices[(i + 4) % numIndices];
if (getTriangleNr(b1, b2, b3) != -1)
{
continue;
}
// init best
//if (i == 0)
//{
// t.init(b1,b2,b3);
// bestI = i2;
//}
// check whether triangle is an ear
PxVec3 normalI = (mVertices[b1].pos - mVertices[b2].pos).cross(mVertices[b3].pos - mVertices[b2].pos);
normalI.normalize(); ///< \todo, remove again, only for debugging
if (normalI.dot(normal) < 0.0f)
{
continue;
}
float quality = qualityOfTriangle(b1, b2, b3) - qualityOfTriangle(b0, b1, b2) - qualityOfTriangle(b2, b3, b4);
if (maxQuality < 0.0f || quality > maxQuality)
{
maxQuality = quality;
triangle.init(b1, b2, b3);
bestI = (int32_t)i2;
}
}
PX_ASSERT(bestI != -1);
PX_ASSERT(triangle.isValid());
// remove ear vertex from temporary border
for (uint32_t i = (uint32_t)bestI; i < numIndices - 1; i++)
{
indices[i] = indices[i + 1];
}
numIndices--;
// do we have the triangle already?
//if (getTriangleNr(triangle.vertexNr[0], triangle.vertexNr[1], triangle.vertexNr[2]) >= 0)
// continue;
// TODO: triangle is potentially uninitialized.
// do we have to subdivide the triangle?
//PxVec3& p0 = mVertices[triangle.vertexNr[0]].pos;
//PxVec3& p2 = mVertices[triangle.vertexNr[2]].pos;
//PxVec3 dir = p2 - p0;
//float d = dir.normalize();
uint32_t triangleNr = mTriangles.size();
mTriangles.pushBack(triangle);
addTriangleToVertex(triangle.vertexNr[0], triangleNr);
addTriangleToVertex(triangle.vertexNr[1], triangleNr);
addTriangleToVertex(triangle.vertexNr[2], triangleNr);
}
triangle.init(indices[0], indices[1], indices[2]);
if (getTriangleNr(triangle.vertexNr[0], triangle.vertexNr[1], triangle.vertexNr[2]) < 0)
{
uint32_t triangleNr = mTriangles.size();
mTriangles.pushBack(triangle);
addTriangleToVertex(triangle.vertexNr[0], triangleNr);
addTriangleToVertex(triangle.vertexNr[1], triangleNr);
addTriangleToVertex(triangle.vertexNr[2], triangleNr);
}
}
float ApexSubdivider::qualityOfTriangle(uint32_t v0, uint32_t v1, uint32_t v2) const
{
const PxVec3& p0 = mVertices[v0].pos;
const PxVec3& p1 = mVertices[v1].pos;
const PxVec3& p2 = mVertices[v2].pos;
const float a = (p0 - p1).magnitude();
const float b = (p1 - p2).magnitude();
const float c = (p2 - p0).magnitude();
if (a > b && a > c) // a is biggest
{
return b + c - a;
}
else if (b > c)
{
return a + c - b; // b is biggest
}
return a + b - c; // c is biggest
}
int32_t ApexSubdivider::getTriangleNr(const uint32_t v0, const uint32_t v1, const uint32_t v2) const
{
const uint32_t num = mVertices.size();
if (v0 >= num || v1 >= num || v2 >= num)
{
return -1;
}
int32_t triangleListIndex = mVertices[v0].firstTriangle;
while (triangleListIndex != -1)
{
const TriangleList& tl = mTriangleList[(uint32_t)triangleListIndex];
const uint32_t triangleIndex = tl.triangleNumber;
const SubdividerTriangle& triangle = mTriangles[triangleIndex];
if (triangle.containsVertex(v1) && triangle.containsVertex(v2))
{
return (int32_t)triangleIndex;
}
triangleListIndex = tl.nextTriangle;
}
return -1;
}
int32_t ApexSubdivider::binarySearchEdges(const Array<SubdividerEdge>& edges, uint32_t v0, uint32_t v1, uint32_t triangleNr) const
{
if (edges.empty())
{
return -1;
}
SubdividerEdge edge;
edge.init(v0, v1, (uint32_t) - 1);
uint32_t l = 0;
uint32_t r = edges.size() - 1;
int32_t m = 0;
while (l <= r)
{
m = (int32_t)(l + r) / 2;
if (edges[(uint32_t)m] < edge)
{
l = (uint32_t)m + 1;
}
else if (edge < edges[(uint32_t)m])
{
r = (uint32_t)m - 1;
}
else
{
break;
}
}
if (!(edges[(uint32_t)m] == edge))
{
return -1;
}
while (m >= 0 && edges[(uint32_t)m] == edge)
{
m--;
}
m++;
PX_ASSERT(m >= 0);
PX_ASSERT((uint32_t)m < edges.size());
while ((uint32_t)m < edges.size() && edges[(uint32_t)m] == edge && edges[(uint32_t)m].triangleNr != triangleNr)
{
m++;
}
if (edges[(uint32_t)m] == edge && edges[(uint32_t)m].triangleNr == triangleNr)
{
return m;
}
return -1;
}
void ApexSubdivider::addTriangleToVertex(uint32_t vertexNumber, uint32_t triangleNumber)
{
PX_ASSERT(vertexNumber < mVertices.size());
PX_ASSERT(triangleNumber < mTriangles.size());
TriangleList& t = allocateTriangleElement();
t.triangleNumber = triangleNumber;
t.nextTriangle = mVertices[vertexNumber].firstTriangle;
mVertices[vertexNumber].firstTriangle = (int32_t)(&t - &mTriangleList[0]);
//int a = 0;
}
void ApexSubdivider::removeTriangleFromVertex(uint32_t vertexNumber, uint32_t triangleNumber)
{
PX_ASSERT(vertexNumber < mVertices.size());
PX_ASSERT(triangleNumber < mTriangles.size());
int32_t* lastPointer = &mVertices[vertexNumber].firstTriangle;
int32_t triangleListIndex = *lastPointer;
while (triangleListIndex != -1)
{
if (mTriangleList[(uint32_t)triangleListIndex].triangleNumber == triangleNumber)
{
*lastPointer = mTriangleList[(uint32_t)triangleListIndex].nextTriangle;
freeTriangleElement((uint32_t)triangleListIndex);
break;
}
lastPointer = &mTriangleList[(uint32_t)triangleListIndex].nextTriangle;
triangleListIndex = *lastPointer;
}
}
ApexSubdivider::TriangleList& ApexSubdivider::allocateTriangleElement()
{
if (mTriangleListEmptyElement == -1)
{
return mTriangleList.insert();
}
else
{
PX_ASSERT((uint32_t)mTriangleListEmptyElement < mTriangleList.size());
TriangleList& elem = mTriangleList[(uint32_t)mTriangleListEmptyElement];
mTriangleListEmptyElement = elem.nextTriangle;
elem.nextTriangle = -1;
return elem;
}
}
void ApexSubdivider::freeTriangleElement(uint32_t index)
{
PX_ASSERT(index < mTriangleList.size());
mTriangleList[index].nextTriangle = mTriangleListEmptyElement;
mTriangleListEmptyElement = (int32_t)index;
}
}
} // end namespace nvidia::apex
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