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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 Hull2MESHEDGES_H
#define Hull2MESHEDGES_H
// This is a small code snippet which will take a convex hull described as an array of plane equations and, from that,
// produce either an edge list (for wireframe debug visualization) or a triangle mesh.
#include "PxVec3.h"
#include "PxPlane.h"
struct HullEdge
{
physx::PxVec3 e0,e1;
};
struct HullMesh
{
uint32_t mVertexCount;
uint32_t mTriCount;
const physx::PxVec3 *mVertices;
const uint16_t *mIndices;
};
class Hull2MeshEdges
{
public:
// Convert convex hull into a list of edges.
virtual const HullEdge *getHullEdges(uint32_t planeCount, // Number of source planes
const physx::PxPlane *planes, // The array of plane equations
uint32_t &edgeCount) = 0; // Contains the number of edges built
virtual bool getHullMesh(uint32_t planeCount, // Number of source planes
const physx::PxPlane *planes, // The array of plane equations
HullMesh &m) = 0; // The triangle mesh produced
virtual void release(void) = 0;
protected:
virtual ~Hull2MeshEdges(void)
{
}
};
Hull2MeshEdges *createHull2MeshEdges(void);
#endif
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