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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) 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.
#ifndef BIG_CONVEX_DATA_BUILDER_H
#define BIG_CONVEX_DATA_BUILDER_H
#include "foundation/PxMemory.h"
#include "PsVecMath.h"
namespace physx
{
struct HullTriangleData;
class BigConvexData;
class ConvexHullBuilder;
//////////////////////////////////////////////////////////////////////////
//! Valencies creation structure
struct ValenciesCreate
{
//! Constructor
ValenciesCreate() { PxMemZero(this, sizeof(*this)); }
PxU32 nbVerts; //!< Number of vertices
PxU32 nbFaces; //!< Number of faces
const PxU32* dFaces; //!< List of faces (triangle list)
const PxU16* wFaces; //!< List of faces (triangle list)
bool adjacentList; //!< Compute list of adjacent vertices or not
};
//////////////////////////////////////////////////////////////////////////
class BigConvexDataBuilder : public Ps::UserAllocated
{
public:
BigConvexDataBuilder(const Gu::ConvexHullData* hull, BigConvexData* gm, const PxVec3* hullVerts);
~BigConvexDataBuilder();
// Support vertex map
bool precompute(PxU32 subdiv);
bool initialize();
bool save(PxOutputStream& stream, bool platformMismatch) const;
bool computeValencies(const ConvexHullBuilder& meshBuilder);
//~Support vertex map
// Valencies
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Computes valencies and adjacent vertices.
* After the call, get results with the appropriate accessors.
*
* \param vc [in] creation structure
* \return true if success.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool compute(const ValenciesCreate& vc) const;
bool saveValencies(PxOutputStream& stream, bool platformMismatch) const;
//~Valencies
protected:
PX_FORCE_INLINE void precomputeSample(const PxVec3& dir, PxU8& startIndex, float negativeDir);
private:
const Gu::ConvexHullData* mHull;
BigConvexData* mSVM;
const PxVec3* mHullVerts;
};
}
#endif // BIG_CONVEX_DATA_BUILDER_H
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