1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
//
// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef CONVEX_DECOMPOSITION_H
#define CONVEX_DECOMPOSITION_H
#include "foundation/PxSimpleTypes.h"
namespace CONVEX_DECOMPOSITION
{
class TriangleMesh
{
public:
TriangleMesh(void)
{
mVcount = 0;
mVertices = NULL;
mTriCount = 0;
mIndices = NULL;
}
physx::PxU32 mVcount;
physx::PxF32 *mVertices;
physx::PxU32 mTriCount;
physx::PxU32 *mIndices;
};
class ConvexResult
{
public:
ConvexResult(void)
{
mHullVcount = 0;
mHullVertices = 0;
mHullTcount = 0;
mHullIndices = 0;
}
// the convex hull.result
physx::PxU32 mHullVcount; // Number of vertices in this convex hull.
physx::PxF32 *mHullVertices; // The array of vertices (x,y,z)(x,y,z)...
physx::PxU32 mHullTcount; // The number of triangles int he convex hull
physx::PxU32 *mHullIndices; // The triangle indices (0,1,2)(3,4,5)...
physx::PxF32 mHullVolume; // the volume of the convex hull.
};
// just to avoid passing a zillion parameters to the method the
// options are packed into this descriptor.
class DecompDesc
{
public:
DecompDesc(void)
{
mVcount = 0;
mVertices = 0;
mTcount = 0;
mIndices = 0;
mDepth = 10;
mCpercent = 4;
mPpercent = 4;
mVpercent = 0.2f;
mMaxVertices = 32;
mSkinWidth = 0;
mRemoveTjunctions = false;
mInitialIslandGeneration = false;
mUseIslandGeneration = false;
mClosedSplit = false;
mUseHACD = false;
mConcavityHACD = 100;
mMinClusterSizeHACD = 10;
mConnectionDistanceHACD = 0;
}
// describes the input triangle.
physx::PxU32 mVcount; // the number of vertices in the source mesh.
const physx::PxF32 *mVertices; // start of the vertex position array. Assumes a stride of 3 doubles.
physx::PxU32 mTcount; // the number of triangles in the source mesh.
const physx::PxU32 *mIndices; // the indexed triangle list array (zero index based)
// options
physx::PxU32 mDepth; // depth to split, a maximum of 10, generally not over 7.
physx::PxF32 mCpercent; // the concavity threshold percentage. 0=20 is reasonable.
physx::PxF32 mPpercent; // the percentage volume conservation threshold to collapse hulls. 0-30 is reasonable.
physx::PxF32 mVpercent; // the pecentage of total mesh volume before we stop splitting.
bool mInitialIslandGeneration; // true if the initial mesh should be subjected to island generation.
bool mUseIslandGeneration; // true if the decomposition code should break the input mesh and split meshes into discrete 'islands/pieces'
bool mRemoveTjunctions; // whether or not to initially remove tjunctions found in the original mesh.
bool mClosedSplit; // true if the hulls should be closed as they are split
bool mUseHACD; // True if using the hierarchical approximate convex decomposition algorithm; recommended
physx::PxF32 mConcavityHACD; // The concavity value to use for HACD (not the same as concavity percentage used with ACD.
physx::PxU32 mMinClusterSizeHACD; // Minimum number of clusters to consider.
physx::PxF32 mConnectionDistanceHACD; // The connection distance for HACD
// hull output limits.
physx::PxU32 mMaxVertices; // maximum number of vertices in the output hull. Recommended 32 or less.
physx::PxF32 mSkinWidth; // a skin width to apply to the output hulls.
};
class ConvexDecomposition
{
public:
virtual physx::PxU32 performConvexDecomposition(const DecompDesc &desc) = 0; // returns the number of hulls produced.
virtual void release(void) = 0;
virtual ConvexResult * getConvexResult(physx::PxU32 index) = 0;
virtual void splitMesh(const physx::PxF32 *planeEquation,const TriangleMesh &input,TriangleMesh &left,TriangleMesh &right,bool closedMesh) = 0;
virtual void releaseTriangleMeshMemory(TriangleMesh &mesh) = 0;
protected:
virtual ~ConvexDecomposition(void) { };
};
ConvexDecomposition * createConvexDecomposition(void);
};
#endif
|