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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 COMPOUND_CREATOR_BASE_H
#define COMPOUND_CREATOR_BASE_H

// Matthias M�ller-Fischer

#include <foundation/PxVec3.h>
#include <foundation/PxTransform.h>
#include <PsArray.h>
#include <PsUserAllocated.h>

#include "CompoundGeometryBase.h"

namespace physx
{
	class PxConvexMeshGeometry;
namespace fracture
{
namespace base
{

	class SimScene;
// ---------------------------------------------------------------------------------------
class CompoundCreator : public ::physx::shdfnd::UserAllocated {
	friend class SimScene;
public:
	// direct
	void createTorus(float r0, float r1, int numSegs0, int numSegs1, const PxTransform *trans = NULL);
	void createCylinder(float r, float h, int numSegs, const PxTransform *trans = NULL);
	void createBox(const PxVec3 &dims, const PxTransform *trans = NULL, bool clearShape = true);
	void createSphere(const PxVec3 &dims, int resolution = 5, const PxTransform *trans = NULL);
	void fromTetraMesh(const shdfnd::Array<PxVec3> &tetVerts, const shdfnd::Array<int> &tetIndices);

	void createFromConvexMesh(const PxConvexMeshGeometry& convexGeom, PxTransform offset = PxTransform(PxIdentity), bool clear = true);


	const CompoundGeometry &getGeometry() { return mGeom; }

	virtual void debugDraw() {}

protected:
	CompoundCreator(SimScene* scene): mScene(scene) {}
	virtual ~CompoundCreator() {}

	SimScene* mScene;

	static int tetFaceIds[4][3];
	static int tetEdgeVerts[6][2];
	static int tetFaceEdges[4][3];

	void computeTetNeighbors();
	void computeTetEdges();
	void colorTets();
	void colorsToConvexes();

	bool tetHasColor(int tetNr, int color);
	bool tetAddColor(int tetNr, int color);
	bool tetRemoveColor(int tetNr, int color);
	int  tetNumColors(int tetNr);
	void deleteColors();

	bool tryTet(int tetNr, int color);

	// from tet mesh
	shdfnd::Array<PxVec3> mTetVertices;
	shdfnd::Array<int> mTetIndices;
	shdfnd::Array<int> mTetNeighbors;

	shdfnd::Array<int> mTetFirstColor;
	struct Color {
		int color;
		int next;
	};
	int mTetColorsFirstEmpty;
	shdfnd::Array<Color> mTetColors;

	struct TetEdge {
		void init(int i0, int i1) { this->i0 = i0; this->i1 = i1; firstTet = 0; numTets = 0; onSurface = false; }
		int i0, i1;
		int firstTet, numTets;
		bool onSurface;
	};
	shdfnd::Array<TetEdge> mTetEdges;
	shdfnd::Array<int> mTetEdgeNrs;
	shdfnd::Array<int> mEdgeTetNrs;
	shdfnd::Array<float> mEdgeTetAngles;

	shdfnd::Array<int> mAddedTets;
	shdfnd::Array<int> mTestEdges;

	// input
	shdfnd::Array<PxVec3> mVertices;
	shdfnd::Array<int> mIndices;

	// output
	CompoundGeometry mGeom;
};

}}}

#endif
#endif