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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 "Hull2MeshEdges.h"
#include "PsUserAllocated.h"
#include "PxVec4.h"
#include "PxVec3.h"
#include "PxPlane.h"
#include "PxMath.h"
#include "PxTransform.h"
#include "PsArray.h"
#define FLT_EPS 0.000000001f
PX_INLINE bool intersectPlanes(physx::PxVec3& pos, physx::PxVec3& dir, const physx::PxPlane& plane0, const physx::PxPlane& plane1)
{
const physx::PxVec3 n0 = plane0.n;
const physx::PxVec3 n1 = plane1.n;
dir = n0.cross(n1);
if(dir.normalize() < FLT_EPS)
{
return false;
}
pos = physx::PxVec3(0.0f);
for (int iter = 3; iter--;)
{
// Project onto plane0:
pos = plane0.project(pos);
// Raycast to plane1:
const physx::PxVec3 b = dir.cross(n0);
//pos = pos - (pos.dot(plane1.n)/b.dot(plane1.n))*b;
pos = pos - (plane1.distance(pos) / b.dot(plane1.n))*b;
}
return true;
}
void calculatePolygonEdges(physx::shdfnd::Array<HullEdge>& edges,uint32_t planeCount,const physx::PxPlane *planes)
{
for (uint32_t i = 0; i <planeCount; ++i)
{
const physx::PxPlane& plane_i = planes[i];
for (uint32_t j = i+1; j <planeCount; ++j)
{
const physx::PxPlane& plane_j = planes[j];
// Find potential edge from intersection if plane_i and plane_j
physx::PxVec3 orig;
physx::PxVec3 edgeDir;
if (intersectPlanes(orig, edgeDir, plane_i, plane_j))
{
float minS = -FLT_MAX;
float maxS = FLT_MAX;
bool intersectionFound = true;
for (uint32_t k = 0; k < planeCount; ++k)
{
if (k == i || k == j)
{
continue;
}
const physx::PxPlane& plane_k = planes[k];
const float num = -plane_k.distance(orig);
const float den = plane_k.n.dot(edgeDir);
if (physx::PxAbs(den) > FLT_EPS)
{
const float s = num/den;
if (den > 0.0f)
{
maxS = physx::PxMin(maxS, s);
}
else
{
minS = physx::PxMax(minS, s);
}
if (maxS <= minS)
{
intersectionFound = false;
break;
}
}
else
if (num < -10*FLT_EPS)
{
intersectionFound = false;
break;
}
}
if (intersectionFound && minS != -FLT_MAX && maxS != FLT_MIN)
{
HullEdge& s = edges.insert();
s.e0 = orig + minS * edgeDir;
s.e1 = orig + maxS * edgeDir;
}
}
}
}
}
struct ConvexMeshBuilder
{
ConvexMeshBuilder(void) : mVertices("ConvexMeshBuilder::mVertice"), mIndices("ConvexMeshBuilder::mIndices") {}
void buildMesh(uint16_t numPlanes,const physx::PxVec4 *planes);
physx::shdfnd::Array<physx::PxVec3> mVertices;
physx::shdfnd::Array<uint16_t> mIndices;
};
static float det(physx::PxVec4 v0, physx::PxVec4 v1, physx::PxVec4 v2, physx::PxVec4 v3)
{
const physx::PxVec3& d0 = reinterpret_cast<const physx::PxVec3&>(v0);
const physx::PxVec3& d1 = reinterpret_cast<const physx::PxVec3&>(v1);
const physx::PxVec3& d2 = reinterpret_cast<const physx::PxVec3&>(v2);
const physx::PxVec3& d3 = reinterpret_cast<const physx::PxVec3&>(v3);
return v0.w * d1.cross(d2).dot(d3)
- v1.w * d0.cross(d2).dot(d3)
+ v2.w * d0.cross(d1).dot(d3)
- v3.w * d0.cross(d1).dot(d2);
}
static physx::PxVec3 intersect(physx::PxVec4 p0, physx::PxVec4 p1, physx::PxVec4 p2)
{
const physx::PxVec3& d0 = reinterpret_cast<const physx::PxVec3&>(p0);
const physx::PxVec3& d1 = reinterpret_cast<const physx::PxVec3&>(p1);
const physx::PxVec3& d2 = reinterpret_cast<const physx::PxVec3&>(p2);
return (p0.w * d1.cross(d2)
+ p1.w * d2.cross(d0)
+ p2.w * d0.cross(d1))
/ d0.dot(d2.cross(d1));
}
static const uint16_t sInvalid = uint16_t(-1);
// restriction: only supports a single patch per vertex.
struct HalfedgeMesh
{
struct Halfedge
{
Halfedge(uint16_t vertex = sInvalid, uint16_t face = sInvalid,
uint16_t next = sInvalid, uint16_t prev = sInvalid)
: mVertex(vertex), mFace(face), mNext(next), mPrev(prev)
{}
uint16_t mVertex; // to
uint16_t mFace; // left
uint16_t mNext; // ccw
uint16_t mPrev; // cw
};
HalfedgeMesh() : mNumTriangles(0), mHalfedges("mHalfedges"),mVertices("mVertices"),mFaces("mFaces"),mPoints("mPoints") {}
uint16_t findHalfedge(uint16_t v0, uint16_t v1)
{
uint16_t h = mVertices[v0], start = h;
while(h != sInvalid && mHalfedges[h].mVertex != v1)
{
h = mHalfedges[h ^ 1u].mNext;
if(h == start)
return sInvalid;
}
return h;
}
void connect(uint16_t h0, uint16_t h1)
{
mHalfedges[h0].mNext = h1;
mHalfedges[h1].mPrev = h0;
}
void addTriangle(uint16_t v0, uint16_t v1, uint16_t v2)
{
// add new vertices
uint16_t n = physx::PxMax(v0, physx::PxMax(v1, v2))+1u;
if(mVertices.size() < n)
mVertices.resize(n, sInvalid);
// collect halfedges, prev and next of triangle
uint16_t verts[] = { v0, v1, v2 };
uint16_t handles[3], prev[3], next[3];
for(uint16_t i=0; i<3; ++i)
{
uint16_t j = (i+1u)%3;
uint16_t h = findHalfedge(verts[i], verts[j]);
if(h == sInvalid)
{
// add new edge
h = uint16_t(mHalfedges.size());
mHalfedges.pushBack(Halfedge(verts[j]));
mHalfedges.pushBack(Halfedge(verts[i]));
}
handles[i] = h;
prev[i] = mHalfedges[h].mPrev;
next[i] = mHalfedges[h].mNext;
}
// patch connectivity
for(uint16_t i=0; i<3; ++i)
{
uint16_t j = (i+1u)%3;
mHalfedges[handles[i]].mFace = uint16_t(mFaces.size());
// connect prev and next
connect(handles[i], handles[j]);
if(next[j] == sInvalid) // new next edge, connect opposite
connect(handles[j]^1u, next[i]!=sInvalid ? next[i] : handles[i]^1u);
if(prev[i] == sInvalid) // new prev edge, connect opposite
connect(prev[j]!=sInvalid ? prev[j] : handles[j]^1u, handles[i]^1u);
// prev is boundary, update middle vertex
if(mHalfedges[handles[i]^1u].mFace == sInvalid)
mVertices[verts[j]] = handles[i]^1u;
}
PX_ASSERT(mNumTriangles < 0xffff);
mFaces.pushBack(handles[2]);
++mNumTriangles;
}
uint16_t removeTriangle(uint16_t f)
{
uint16_t result = sInvalid;
for(uint16_t i=0, h = mFaces[f]; i<3; ++i)
{
uint16_t v0 = mHalfedges[h^1u].mVertex;
uint16_t v1 = mHalfedges[h].mVertex;
mHalfedges[h].mFace = sInvalid;
if(mHalfedges[h^1u].mFace == sInvalid) // was boundary edge, remove
{
uint16_t v0Prev = mHalfedges[h ].mPrev;
uint16_t v0Next = mHalfedges[h^1u].mNext;
uint16_t v1Prev = mHalfedges[h^1u].mPrev;
uint16_t v1Next = mHalfedges[h ].mNext;
// update halfedge connectivity
connect(v0Prev, v0Next);
connect(v1Prev, v1Next);
// update vertex boundary or delete
mVertices[v0] = (v0Prev^1) == v0Next ? sInvalid : v0Next;
mVertices[v1] = (v1Prev^1) == v1Next ? sInvalid : v1Next;
}
else
{
mVertices[v0] = h; // update vertex boundary
result = v1;
}
h = mHalfedges[h].mNext;
}
mFaces[f] = sInvalid;
--mNumTriangles;
return result;
}
// true if vertex v is in front of face f
bool visible(uint16_t v, uint16_t f)
{
uint16_t h = mFaces[f];
if(h == sInvalid)
return false;
uint16_t v0 = mHalfedges[h].mVertex;
h = mHalfedges[h].mNext;
uint16_t v1 = mHalfedges[h].mVertex;
h = mHalfedges[h].mNext;
uint16_t v2 = mHalfedges[h].mVertex;
h = mHalfedges[h].mNext;
return det(mPoints[v], mPoints[v0], mPoints[v1], mPoints[v2]) < -1e-5f;
}
uint16_t mNumTriangles;
physx::shdfnd::Array<Halfedge> mHalfedges;
physx::shdfnd::Array<uint16_t> mVertices; // vertex -> (boundary) halfedge
physx::shdfnd::Array<uint16_t> mFaces; // face -> halfedge
physx::shdfnd::Array<physx::PxVec4> mPoints;
};
void ConvexMeshBuilder::buildMesh(uint16_t numPlanes,const physx::PxVec4 *planes)
{
if(numPlanes < 4)
return; // todo: handle degenerate cases
HalfedgeMesh mesh;
// gather points (planes, that is)
mesh.mPoints.reserve(numPlanes);
for (uint32_t i=0; i<numPlanes; i++)
{
mesh.mPoints.pushBack(planes[i]);
}
// initialize to tetrahedron
mesh.addTriangle(0, 1, 2);
mesh.addTriangle(0, 3, 1);
mesh.addTriangle(1, 3, 2);
mesh.addTriangle(2, 3, 0);
// flip if inside-out
if(mesh.visible(3, 0))
physx::shdfnd::swap(mesh.mPoints[0], mesh.mPoints[1]);
// iterate through remaining points
for(uint16_t i=4; i<mesh.mPoints.size(); ++i)
{
// remove any visible triangle
uint16_t v0 = sInvalid;
for(uint16_t j=0; j<mesh.mFaces.size(); ++j)
{
if(mesh.visible(i, j))
v0 = physx::PxMin(v0, mesh.removeTriangle(j));
}
if(v0 == sInvalid)
continue; // no triangle removed
if(!mesh.mNumTriangles)
return; // empty mesh
// find non-deleted boundary vertex
for(uint16_t h=0; mesh.mVertices[v0] == sInvalid; h+=2)
{
if ((mesh.mHalfedges[h ].mFace == sInvalid) ^
(mesh.mHalfedges[h+1u].mFace == sInvalid))
{
v0 = mesh.mHalfedges[h].mVertex;
}
}
// tesselate hole
uint16_t start = v0;
do {
uint16_t h = mesh.mVertices[v0];
uint16_t v1 = mesh.mHalfedges[h].mVertex;
mesh.addTriangle(v0, v1, i);
v0 = v1;
} while(v0 != start);
}
// convert triangles to vertices (intersection of 3 planes)
physx::shdfnd::Array<uint32_t> face2Vertex(mesh.mFaces.size(), sInvalid);
for(uint32_t i=0; i<mesh.mFaces.size(); ++i)
{
uint16_t h = mesh.mFaces[i];
if(h == sInvalid)
continue;
uint16_t v0 = mesh.mHalfedges[h].mVertex;
h = mesh.mHalfedges[h].mNext;
uint16_t v1 = mesh.mHalfedges[h].mVertex;
h = mesh.mHalfedges[h].mNext;
uint16_t v2 = mesh.mHalfedges[h].mVertex;
face2Vertex[i] = mVertices.size();
mVertices.pushBack(intersect(mesh.mPoints[v0], mesh.mPoints[v1], mesh.mPoints[v2]));
}
// convert vertices to polygons (face one-ring)
for(uint32_t i=0; i<mesh.mVertices.size(); ++i)
{
uint16_t h = mesh.mVertices[i];
if(h == sInvalid)
continue;
uint16_t v0 = uint16_t(face2Vertex[mesh.mHalfedges[h].mFace]);
h = mesh.mHalfedges[h].mPrev^1u;
uint16_t v1 = uint16_t(face2Vertex[mesh.mHalfedges[h].mFace]);
bool state = true;
while( state )
{
h = mesh.mHalfedges[h].mPrev^1u;
uint16_t v2 = uint16_t(face2Vertex[mesh.mHalfedges[h].mFace]);
if(v0 == v2)
break;
physx::PxVec3 e0 = mVertices[v0] - mVertices[v2];
physx::PxVec3 e1 = mVertices[v1] - mVertices[v2];
if(e0.cross(e1).magnitudeSquared() < 1e-10f)
continue;
mIndices.pushBack(v0);
mIndices.pushBack(v2);
mIndices.pushBack(v1);
v1 = v2;
}
}
}
class Hull2MeshEdgesImpl : public Hull2MeshEdges, public physx::shdfnd::UserAllocated
{
public:
Hull2MeshEdgesImpl(void) : mEdges("HullEdges")
{
}
virtual ~Hull2MeshEdgesImpl(void)
{
}
virtual bool getHullMesh(uint32_t planeCount,const physx::PxPlane *planes,HullMesh &m)
{
bool ret = false;
mConvexMeshBuilder.buildMesh(uint16_t(planeCount),reinterpret_cast<const physx::PxVec4 *>(planes));
m.mVertexCount = mConvexMeshBuilder.mVertices.size();
if ( m.mVertexCount )
{
ret = true;
m.mTriCount = mConvexMeshBuilder.mIndices.size()/3;
m.mVertices = &mConvexMeshBuilder.mVertices[0];
m.mIndices = &mConvexMeshBuilder.mIndices[0];
}
return ret;
}
virtual const HullEdge *getHullEdges(uint32_t planeCount,const physx::PxPlane *planes,uint32_t &edgeCount)
{
const HullEdge *ret = NULL;
mEdges.clear();
calculatePolygonEdges(mEdges,planeCount,planes);
if ( !mEdges.empty() )
{
ret = &mEdges[0];
edgeCount = mEdges.size();
}
return ret;
}
virtual void release(void)
{
delete this;
}
physx::shdfnd::Array<HullEdge> mEdges;
ConvexMeshBuilder mConvexMeshBuilder;
};
Hull2MeshEdges *createHull2MeshEdges(void)
{
Hull2MeshEdgesImpl *ret = PX_NEW(Hull2MeshEdgesImpl);
return static_cast< Hull2MeshEdges *>(ret);
}
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