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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) 2008-2016 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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