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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_3D_BASE_H
#define DELAUNAY_3D_BASE_H
// Matthias Muller-Fischer
#include <PxVec3.h>
#include <PsArray.h>
#include <PsUserAllocated.h>
using namespace nvidia;
#include "CompoundGeometryBase.h"
namespace nvidia
{
namespace fracture
{
namespace base
{
class SimScene;
// ---------------------------------------------------------------------------------------
class Delaunay3d : public UserAllocated {
friend class SimScene;
public:
// singleton pattern
//static Delaunay3d* getInstance();
//static void destroyInstance();
// tetra mesh
void tetrahedralize(const PxVec3 *vertices, int numVerts, int byteStride, bool removeExtraVerts = true);
const nvidia::Array<int> getTetras() const { return mIndices; }
// voronoi mesh, needs tetra mesh
void computeVoronoiMesh();
const CompoundGeometry &getGeometry() { return mGeom; }
protected:
Delaunay3d(SimScene* scene): mScene(scene) {}
virtual ~Delaunay3d() {}
// ------------------------------------------------------
struct Edge
{
void init(int i0, int i1, int tetraNr, int neighborNr = -1) {
this->tetraNr = tetraNr;
this->neighborNr = neighborNr;
if (i0 > i1) { this->i0 = i0; this->i1 = i1; }
else { this->i0 = i1; this->i1 = i0; }
}
bool operator <(const Edge &e) const {
if (i0 < e.i0) return true;
if (i0 > e.i0) return false;
if (i1 < e.i1) return true;
if (i1 > e.i1) return false;
return (neighborNr < e.neighborNr);
}
bool operator ==(Edge &e) const {
return i0 == e.i0 && i1 == e.i1;
}
int i0, i1;
int tetraNr;
int neighborNr;
};
// ------------------------------------------------------
struct Tetra
{
void init(int i0, int i1, int i2, int i3) {
ids[0] = i0; ids[1] = i1; ids[2] = i2; ids[3] = i3;
neighborNrs[0] = neighborNrs[1] = neighborNrs[2] = neighborNrs[3] = -1;
circumsphereDirty = true;
center = PxVec3(0.0f, 0.0f, 0.0f);
radiusSquared = 0.0f;
deleted = false;
}
inline int& neighborOf(int i0, int i1, int i2) {
if (ids[0] != i0 && ids[0] != i1 && ids[0] != i2) return neighborNrs[0];
if (ids[1] != i0 && ids[1] != i1 && ids[1] != i2) return neighborNrs[1];
if (ids[2] != i0 && ids[2] != i1 && ids[2] != i2) return neighborNrs[2];
if (ids[3] != i0 && ids[3] != i1 && ids[3] != i2) return neighborNrs[3];
return neighborNrs[0];
}
int ids[4];
int neighborNrs[4];
bool circumsphereDirty;
PxVec3 center;
float radiusSquared;
bool deleted;
static const int sideIndices[4][3];
};
// ------------------------------------------------------
void clear();
void delaunayTetrahedralization();
int findSurroundingTetra(int startTetra, const PxVec3 &p) const;
void updateCircumSphere(Tetra &tetra);
bool pointInCircumSphere(Tetra &tetra, const PxVec3 &p);
void retriangulate(int tetraNr, int vertNr);
void compressTetrahedra(bool removeExtraVerts);
SimScene* mScene;
int mFirstFarVertex;
int mLastFarVertex;
nvidia::Array<PxVec3> mVertices;
nvidia::Array<Tetra> mTetras;
nvidia::Array<int> mIndices;
CompoundGeometry mGeom;
mutable nvidia::Array<int> mTetMarked;
mutable int mTetMark;
};
}
}
}
#endif
#endif
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