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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.
#include "foundation/PxMemory.h"
#include "PxSmoothNormals.h"
#include "PsMathUtils.h"
#include "PsUserAllocated.h"
#include "PsUtilities.h"
#include "CmPhysXCommon.h"
using namespace physx;
static PxReal computeAngle(const PxVec3* verts, const PxU32* refs, PxU32 vref)
{
PxU32 e0=0,e2=0;
if(vref==refs[0])
{
e0 = 2;
e2 = 1;
}
else if(vref==refs[1])
{
e0 = 2;
e2 = 0;
}
else if(vref==refs[2])
{
e0 = 0;
e2 = 1;
}
else
{
PX_ASSERT(0);
}
const PxVec3 edge0 = verts[refs[e0]] - verts[vref];
const PxVec3 edge1 = verts[refs[e2]] - verts[vref];
return Ps::angle(edge0, edge1);
}
bool PxBuildSmoothNormals(PxU32 nbTris, PxU32 nbVerts, const PxVec3* verts, const PxU32* dFaces, const PxU16* wFaces, PxVec3* normals, bool flip)
{
if(!verts || !normals || !nbTris || !nbVerts)
return false;
// Get correct destination buffers
// - if available, write directly to user-provided buffers
// - else get some ram and keep track of it
PxVec3* FNormals = reinterpret_cast<PxVec3*>(PX_ALLOC_TEMP(sizeof(PxVec3)*nbTris, "PxVec3"));
if(!FNormals) return false;
// Compute face normals
const PxU32 c = PxU32(flip!=0);
for(PxU32 i=0; i<nbTris; i++)
{
// compute indices outside of array index to workaround
// SNC bug which was generating incorrect addresses
const PxU32 i0 = i*3+0;
const PxU32 i1 = i*3+1+c;
const PxU32 i2 = i*3+2-c;
const PxU32 Ref0 = dFaces ? dFaces[i0] : wFaces ? wFaces[i0] : 0;
const PxU32 Ref1 = dFaces ? dFaces[i1] : wFaces ? wFaces[i1] : 1;
const PxU32 Ref2 = dFaces ? dFaces[i2] : wFaces ? wFaces[i2] : 2;
FNormals[i] = (verts[Ref2]-verts[Ref0]).cross(verts[Ref1] - verts[Ref0]);
PX_ASSERT(!FNormals[i].isZero());
FNormals[i].normalize();
}
// Compute vertex normals
PxMemSet(normals, 0, nbVerts*sizeof(PxVec3));
// TTP 3751
PxVec3* TmpNormals = reinterpret_cast<PxVec3*>(PX_ALLOC_TEMP(sizeof(PxVec3)*nbVerts, "PxVec3"));
PxMemSet(TmpNormals, 0, nbVerts*sizeof(PxVec3));
for(PxU32 i=0;i<nbTris;i++)
{
PxU32 Ref[3];
Ref[0] = dFaces ? dFaces[i*3+0] : wFaces ? wFaces[i*3+0] : 0;
Ref[1] = dFaces ? dFaces[i*3+1] : wFaces ? wFaces[i*3+1] : 1;
Ref[2] = dFaces ? dFaces[i*3+2] : wFaces ? wFaces[i*3+2] : 2;
for(PxU32 j=0;j<3;j++)
{
if(TmpNormals[Ref[j]].isZero())
TmpNormals[Ref[j]] = FNormals[i];
}
}
//~TTP 3751
for(PxU32 i=0;i<nbTris;i++)
{
PxU32 Ref[3];
Ref[0] = dFaces ? dFaces[i*3+0] : wFaces ? wFaces[i*3+0] : 0;
Ref[1] = dFaces ? dFaces[i*3+1] : wFaces ? wFaces[i*3+1] : 1;
Ref[2] = dFaces ? dFaces[i*3+2] : wFaces ? wFaces[i*3+2] : 2;
normals[Ref[0]] += FNormals[i] * computeAngle(verts, Ref, Ref[0]);
normals[Ref[1]] += FNormals[i] * computeAngle(verts, Ref, Ref[1]);
normals[Ref[2]] += FNormals[i] * computeAngle(verts, Ref, Ref[2]);
}
// Normalize vertex normals
for(PxU32 i=0;i<nbVerts;i++)
{
if(normals[i].isZero())
normals[i] = TmpNormals[i];
// PX_ASSERT(!normals[i].isZero());
normals[i].normalize();
}
PX_FREE_AND_RESET(TmpNormals); // TTP 3751
PX_FREE_AND_RESET(FNormals);
return true;
}
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