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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 "RTdef.h"
#if RT_COMPILE
#ifndef DELAUNAY_2D_BASE_H
#define DELAUNAY_2D_BASE_H
#include <PxVec3.h>
#include <PsArray.h>
#include <PsUserAllocated.h>
namespace nvidia
{
namespace fracture
{
namespace base
{
// ------------------------------------------------------------------------------
struct Point;
struct Edge;
struct Triangle;
class SimScene;
// ------------------------------------------------------------------------------
class Delaunay2d : public UserAllocated {
friend class SimScene;
public:
// singleton pattern
//static Delaunay2d* getInstance();
//static void destroyInstance();
void triangulate(const PxVec3 *vertices, int numVerts, int byteStride, bool removeFarVertices = true);
const nvidia::Array<int> getIndices() const { return mIndices; }
// voronoi mesh, needs triangle mesh
void computeVoronoiMesh();
struct Convex {
int firstVert;
int numVerts;
int firstNeighbor;
int numNeighbors;
};
const nvidia::Array<Convex> getConvexes() const { return mConvexes; }
const nvidia::Array<PxVec3> getConvexVerts() const { return mConvexVerts; }
const nvidia::Array<int> getConvexNeighbors() const { return mConvexNeighbors; }
protected:
Delaunay2d(SimScene* scene);
virtual ~Delaunay2d();
void clear();
void delaunayTriangulation();
struct Edge {
Edge() {}
Edge(int np0, int np1) { p0 = np0; p1 = np1; }
bool operator == (const Edge &e) {
return (p0 == e.p0 && p1 == e.p1) || (p0 == e.p1 && p1 == e.p0);
}
int p0, p1;
};
struct Triangle {
int p0, p1, p2;
PxVec3 center;
float circumRadiusSquared;
};
void addTriangle(int p0, int p1, int p2);
void getCircumSphere(const PxVec3 &p0, const PxVec3 &p1, const PxVec3 &p2,
PxVec3 ¢er, float &radiusSquared);
SimScene* mScene;
nvidia::Array<PxVec3> mVertices;
nvidia::Array<int> mIndices;
nvidia::Array<Triangle> mTriangles;
nvidia::Array<Edge> mEdges;
nvidia::Array<Convex> mConvexes;
nvidia::Array<PxVec3> mConvexVerts;
nvidia::Array<int> mConvexNeighbors;
int mFirstFarVertex;
};
}
}
}
// ------------------------------------------------------------------------------
#endif
#endif
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