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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "foundation/PxVec3.h"
#include "foundation/PxMemory.h"
#include "MeshCleaner.h"
#include "PsAllocator.h"
#include "PsBitUtils.h"
#ifndef PX_COOKING
#error Do not include anymore!
#endif
using namespace physx;
struct Indices
{
PxU32 mRef[3];
PX_FORCE_INLINE bool operator!=(const Indices&v) const { return mRef[0] != v.mRef[0] || mRef[1] != v.mRef[1] || mRef[2] != v.mRef[2]; }
};
static PX_FORCE_INLINE PxU32 getHashValue(const PxVec3& v)
{
const PxU32* h = reinterpret_cast<const PxU32*>(&v.x);
const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
return (f>>22)^(f>>12)^(f);
}
static PX_FORCE_INLINE PxU32 getHashValue(const Indices& v)
{
// const PxU32* h = v.mRef;
// const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
// return (f>>22)^(f>>12)^(f);
PxU32 a = v.mRef[0];
PxU32 b = v.mRef[1];
PxU32 c = v.mRef[2];
a=a-b; a=a-c; a=a^(c >> 13);
b=b-c; b=b-a; b=b^(a << 8);
c=c-a; c=c-b; c=c^(b >> 13);
a=a-b; a=a-c; a=a^(c >> 12);
b=b-c; b=b-a; b=b^(a << 16);
c=c-a; c=c-b; c=c^(b >> 5);
a=a-b; a=a-c; a=a^(c >> 3);
b=b-c; b=b-a; b=b^(a << 10);
c=c-a; c=c-b; c=c^(b >> 15);
return c;
}
MeshCleaner::MeshCleaner(PxU32 nbVerts, const PxVec3* srcVerts, PxU32 nbTris, const PxU32* srcIndices, PxF32 meshWeldTolerance)
{
PxVec3* cleanVerts = reinterpret_cast<PxVec3*>(PX_ALLOC(sizeof(PxVec3)*nbVerts, "MeshCleaner"));
PX_ASSERT(cleanVerts);
PxU32* indices = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*nbTris*3, "MeshCleaner"));
PxU32* remapTriangles = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*nbTris, "MeshCleaner"));
PxU32* vertexIndices = NULL;
if(meshWeldTolerance!=0.0f)
{
vertexIndices = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner"));
const PxF32 weldTolerance = 1.0f / meshWeldTolerance;
// snap to grid
for(PxU32 i=0; i<nbVerts; i++)
{
vertexIndices[i] = i;
cleanVerts[i] = PxVec3( PxFloor(srcVerts[i].x*weldTolerance + 0.5f),
PxFloor(srcVerts[i].y*weldTolerance + 0.5f),
PxFloor(srcVerts[i].z*weldTolerance + 0.5f));
}
}
else
{
PxMemCopy(cleanVerts, srcVerts, nbVerts*sizeof(PxVec3));
}
const PxU32 maxNbElems = PxMax(nbTris, nbVerts);
const PxU32 hashSize = shdfnd::nextPowerOfTwo(maxNbElems);
const PxU32 hashMask = hashSize-1;
PxU32* hashTable = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*(hashSize + maxNbElems), "MeshCleaner"));
PX_ASSERT(hashTable);
memset(hashTable, 0xff, hashSize * sizeof(PxU32));
PxU32* const next = hashTable + hashSize;
PxU32* remapVerts = reinterpret_cast<PxU32*>(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner"));
memset(remapVerts, 0xff, nbVerts * sizeof(PxU32));
for(PxU32 i=0;i<nbTris*3;i++)
{
const PxU32 vref = srcIndices[i];
if(vref<nbVerts)
remapVerts[vref] = 0;
}
PxU32 nbCleanedVerts = 0;
for(PxU32 i=0;i<nbVerts;i++)
{
if(remapVerts[i]==0xffffffff)
continue;
const PxVec3& v = cleanVerts[i];
const PxU32 hashValue = getHashValue(v) & hashMask;
PxU32 offset = hashTable[hashValue];
while(offset!=0xffffffff && cleanVerts[offset]!=v)
offset = next[offset];
if(offset==0xffffffff)
{
remapVerts[i] = nbCleanedVerts;
cleanVerts[nbCleanedVerts] = v;
if(vertexIndices)
vertexIndices[nbCleanedVerts] = i;
next[nbCleanedVerts] = hashTable[hashValue];
hashTable[hashValue] = nbCleanedVerts++;
}
else remapVerts[i] = offset;
}
PxU32 nbCleanedTris = 0;
for(PxU32 i=0;i<nbTris;i++)
{
PxU32 vref0 = *srcIndices++;
PxU32 vref1 = *srcIndices++;
PxU32 vref2 = *srcIndices++;
if(vref0>=nbVerts || vref1>=nbVerts || vref2>=nbVerts)
continue;
// PT: you can still get zero-area faces when the 3 vertices are perfectly aligned
const PxVec3& p0 = srcVerts[vref0];
const PxVec3& p1 = srcVerts[vref1];
const PxVec3& p2 = srcVerts[vref2];
const float area2 = ((p0 - p1).cross(p0 - p2)).magnitudeSquared();
if(area2==0.0f)
continue;
vref0 = remapVerts[vref0];
vref1 = remapVerts[vref1];
vref2 = remapVerts[vref2];
if(vref0==vref1 || vref1==vref2 || vref2==vref0)
continue;
indices[nbCleanedTris*3+0] = vref0;
indices[nbCleanedTris*3+1] = vref1;
indices[nbCleanedTris*3+2] = vref2;
remapTriangles[nbCleanedTris] = i;
nbCleanedTris++;
}
PX_FREE(remapVerts);
PxU32 nbToGo = nbCleanedTris;
nbCleanedTris = 0;
memset(hashTable, 0xff, hashSize * sizeof(PxU32));
Indices* const I = reinterpret_cast<Indices*>(indices);
bool idtRemap = true;
for(PxU32 i=0;i<nbToGo;i++)
{
const Indices& v = I[i];
const PxU32 hashValue = getHashValue(v) & hashMask;
PxU32 offset = hashTable[hashValue];
while(offset!=0xffffffff && I[offset]!=v)
offset = next[offset];
if(offset==0xffffffff)
{
const PxU32 originalIndex = remapTriangles[i];
PX_ASSERT(nbCleanedTris<=i);
remapTriangles[nbCleanedTris] = originalIndex;
if(originalIndex!=nbCleanedTris)
idtRemap = false;
I[nbCleanedTris] = v;
next[nbCleanedTris] = hashTable[hashValue];
hashTable[hashValue] = nbCleanedTris++;
}
}
PX_FREE(hashTable);
if(vertexIndices)
{
for(PxU32 i=0;i<nbCleanedVerts;i++)
cleanVerts[i] = srcVerts[vertexIndices[i]];
PX_FREE(vertexIndices);
}
mNbVerts = nbCleanedVerts;
mNbTris = nbCleanedTris;
mVerts = cleanVerts;
mIndices = indices;
if(idtRemap)
{
PX_FREE(remapTriangles);
mRemap = NULL;
}
else
{
mRemap = remapTriangles;
}
}
MeshCleaner::~MeshCleaner()
{
PX_FREE_AND_RESET(mRemap);
PX_FREE_AND_RESET(mIndices);
PX_FREE_AND_RESET(mVerts);
}
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