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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 MESH_PAINTER_H
#define MESH_PAINTER_H
#include "ApexUsingNamespace.h"
#include "PxVec3.h"
#include "PxBounds3.h"
#if PX_WINDOWS_FAMILY
#include <vector>
namespace nvidia
{
namespace apex
{
class RenderDebugInterface;
class ClothingPhysicalMesh;
}
}
namespace SharedTools
{
struct DistTriPair;
struct PaintFloatBuffer;
struct PaintFlagBuffer;
class MeshPainter
{
public:
MeshPainter();
~MeshPainter();
void clear();
void initFrom(const nvidia::apex::ClothingPhysicalMesh* mesh);
void initFrom(const physx::PxVec3* vertices, int numVertices, int vertexStride, const uint32_t* indices, int numIndices, int indexStride);
void clearIndexBufferRange();
void addIndexBufferRange(uint32_t start, uint32_t end);
//void allocateFloatBuffer(uint32_t id);
void setFloatBuffer(unsigned int id, float* buffer, int stride);
void setFlagBuffer(unsigned int id, unsigned int* buffer, int stride);
void* getFloatBuffer(uint32_t id);
const std::vector<physx::PxVec3> getVertices() const
{
return mVertices;
}
const std::vector<uint32_t> getIndices() const
{
return mIndices;
}
void changeRadius(float paintRadius);
void setRayAndRadius(const physx::PxVec3& rayOrig, const physx::PxVec3& rayDir, float paintRadius, int brushMode, float falloffExponent, float scaledTargetValue, float targetColor);
bool raycastHit()
{
return !mLastRaycastNormal.isZero();
}
void paintFloat(unsigned int id, float min, float max, float target) const;
void paintFlag(unsigned int id, unsigned int flag, bool useAND) const;
void smoothFloat(uint32_t id, float smoothingFactor, uint32_t numIterations) const;
void smoothFloatFast(uint32_t id, uint32_t numIterations) const;
void drawBrush(nvidia::apex::RenderDebugInterface* batcher) const;
private:
PaintFloatBuffer& MeshPainter::getInternalFloatBuffer(unsigned int id);
PaintFlagBuffer& MeshPainter::getInternalFlagBuffer(unsigned int id);
void complete();
void computeNormals();
void createNeighborInfo();
bool rayCast(int& triNr, float& t) const;
bool rayTriangleIntersection(const physx::PxVec3& orig, const physx::PxVec3& dir, const physx::PxVec3& a,
const physx::PxVec3& b, const physx::PxVec3& c, float& t, float& u, float& v) const;
void computeSiblingInfo(float distanceThreshold);
physx::PxVec3 getTriangleCenter(int triNr) const;
physx::PxVec3 getTriangleNormal(int triNr) const;
void collectTriangles() const;
bool isValidRange(int vertexNumber) const;
std::vector<physx::PxVec3> mVertices;
std::vector<bool> mVerticesDisabled;
std::vector<uint32_t> mIndices;
struct IndexBufferRange
{
bool isOverlapping(const IndexBufferRange& other) const;
uint32_t start;
uint32_t end;
};
std::vector<IndexBufferRange> mIndexRanges;
std::vector<int> mNeighbors;
mutable std::vector<int> mTriMarks;
mutable std::vector<DistTriPair> mCollectedTriangles;
mutable std::vector<uint32_t> mCollectedVertices;
mutable std::vector<float> mCollectedVerticesFloats;
mutable std::vector<uint32_t> mSmoothingCollectedIndices;
std::vector<physx::PxVec3> mNormals;
std::vector<physx::PxVec3> mTetraNormals;
std::vector<PaintFloatBuffer> mFloatBuffers;
std::vector<PaintFlagBuffer> mFlagBuffers;
mutable int mCurrentMark;
physx::PxVec3 mRayOrig, mRayDir;
float mPaintRadius;
mutable float mTargetValue;
float mScaledTargetValue;
int mBrushMode;
float mFalloffExponent;
float mBrushColor;
mutable int32_t mLastTriangle;
mutable physx::PxVec3 mLastRaycastPos;
mutable physx::PxVec3 mLastRaycastNormal;
std::vector<int32_t> mFirstSibling;
std::vector<int32_t> mSiblings;
};
struct DistTriPair
{
void set(int triNr, float dist)
{
this->triNr = triNr;
this->dist = dist;
}
bool operator < (const DistTriPair& f) const
{
return dist < f.dist;
}
int triNr;
float dist;
};
struct PaintFloatBuffer
{
float& operator[](int i) const
{
return *(float*)((char*)buffer + i * stride);
}
float& operator[](unsigned i) const
{
return *(float*)((char*)buffer + i * stride);
}
unsigned int id;
void* buffer;
int stride;
bool allocated;
};
struct PaintFlagBuffer
{
unsigned int& operator[](int i) const
{
return *(unsigned int*)((char*)buffer + i * stride);
}
unsigned int& operator[](unsigned i) const
{
return *(unsigned int*)((char*)buffer + i * stride);
}
unsigned int id;
void* buffer;
int stride;
};
} // namespace SharedTools
#endif // PX_WINDOWS_FAMILY
#endif
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