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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 "ApexDefs.h"
#include "ModuleClothingHelpers.h"
#include "AbstractMeshDescription.h"
namespace nvidia
{
namespace apex
{
void AbstractMeshDescription::UpdateDerivedInformation(RenderDebugInterface* renderDebug)
{
if (numIndices > 0)
{
pMin = pPosition[pIndices[0]];
pMax = pMin;
}
avgEdgeLength = 0;
avgTriangleArea = 0;
uint32_t triCount(numIndices / 3);
uint32_t edgeCount(numIndices);
for (uint32_t j = 0; j < numIndices; j += 3)
{
uint32_t i0 = pIndices[j + 0];
uint32_t i1 = pIndices[j + 1];
uint32_t i2 = pIndices[j + 2];
const PxVec3& v0 = pPosition[i0];
const PxVec3& v1 = pPosition[i1];
const PxVec3& v2 = pPosition[i2];
pMin.minimum(v0);
pMin.minimum(v1);
pMin.minimum(v2);
pMax.maximum(v0);
pMax.maximum(v1);
pMax.maximum(v2);
PxVec3 e0 = v1 - v0;
PxVec3 e1 = v2 - v1;
PxVec3 e2 = v0 - v2;
avgEdgeLength += e0.magnitude();
avgEdgeLength += e1.magnitude();
avgEdgeLength += e2.magnitude();
if (renderDebug)
{
using RENDER_DEBUG::DebugColors;
RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::DarkBlue));
RENDER_DEBUG_IFACE(renderDebug)->debugLine(v0, v1);
RENDER_DEBUG_IFACE(renderDebug)->debugLine(v1, v2);
RENDER_DEBUG_IFACE(renderDebug)->debugLine(v2, v0);
RENDER_DEBUG_IFACE(renderDebug)->setCurrentColor(RENDER_DEBUG_IFACE(renderDebug)->getDebugColor(DebugColors::Green));
RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v0, 0.1f);
RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v1, 0.1f);
RENDER_DEBUG_IFACE(renderDebug)->debugPoint(v2, 0.1f);
}
float triangleArea = e0.cross(e2).magnitude() * 0.5f;
avgTriangleArea += triangleArea;
triCount++;
}
avgEdgeLength /= edgeCount;
avgTriangleArea /= triCount;
centroid = 0.5f * (pMin + pMax);
radius = 0.5f * (pMax - pMin).magnitude();
//printf("Min = <%f, %f, %f>; Max = <%f, %f, %f>; centroid = <%f, %f, %f>; radius = %f; avgEdgeLength = %f; avgTriangleArea = %f;\n",
// pMin.x, pMin.y, pMin.z, pMax.x, pMax.y, pMax.z, centroid.x, centroid.y, centroid.z, radius, avgEdgeLength, avgTriangleArea);
}
}
} // namespace nvidia
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