aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/PhysXExtensions/src/ExtSmoothNormals.cpp
blob: 8a2c2096d5b6cc2643afa0c3ddac40d9c72a0dd7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
// 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) 2008-2017 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;
}