121 lines
4.5 KiB
C++
121 lines
4.5 KiB
C++
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "foundation/PxMath.h"
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#include "CookingUtils.h"
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#include "CmRadixSortBuffered.h"
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#include "PsAllocator.h"
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#include "PsFPU.h"
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using namespace physx;
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using namespace Cm;
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ReducedVertexCloud::ReducedVertexCloud(const PxVec3* verts, PxU32 nb_verts) : mNbRVerts(0), mRVerts(NULL), mXRef(NULL)
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{
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mVerts = verts;
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mNbVerts = nb_verts;
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}
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ReducedVertexCloud::~ReducedVertexCloud()
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{
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Clean();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Frees used ram.
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* \return Self-reference
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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ReducedVertexCloud& ReducedVertexCloud::Clean()
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{
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PX_DELETE_POD(mXRef);
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PX_FREE_AND_RESET(mRVerts);
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return *this;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Reduction method. Use this to create a minimal vertex cloud.
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* \param rc [out] result structure
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* \return true if success
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* \warning This is not about welding nearby vertices, here we look for real redundant ones.
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*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool ReducedVertexCloud::Reduce(REDUCEDCLOUD* rc)
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{
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Clean();
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mXRef = PX_NEW(PxU32)[mNbVerts];
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float* f = PX_NEW_TEMP(float)[mNbVerts];
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for(PxU32 i=0;i<mNbVerts;i++)
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f[i] = mVerts[i].x;
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RadixSortBuffered Radix;
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Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED);
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for(PxU32 i=0;i<mNbVerts;i++)
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f[i] = mVerts[i].y;
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Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED);
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for(PxU32 i=0;i<mNbVerts;i++)
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f[i] = mVerts[i].z;
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const PxU32* Sorted = Radix.Sort(reinterpret_cast<const PxU32*>(f), mNbVerts, RADIX_UNSIGNED).GetRanks();
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PX_DELETE_POD(f);
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mNbRVerts = 0;
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const PxU32 Junk[] = {PX_INVALID_U32, PX_INVALID_U32, PX_INVALID_U32};
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const PxU32* Previous = Junk;
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mRVerts = reinterpret_cast<PxVec3*>(PX_ALLOC(sizeof(PxVec3) * mNbVerts, "PxVec3"));
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PxU32 Nb = mNbVerts;
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while(Nb--)
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{
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const PxU32 Vertex = *Sorted++; // Vertex number
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const PxU32* current = reinterpret_cast<const PxU32*>(&mVerts[Vertex]);
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if(current[0]!=Previous[0] || current[1]!=Previous[1] || current[2]!=Previous[2])
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mRVerts[mNbRVerts++] = mVerts[Vertex];
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Previous = current;
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mXRef[Vertex] = mNbRVerts-1;
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}
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if(rc)
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{
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rc->CrossRef = mXRef;
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rc->NbRVerts = mNbRVerts;
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rc->RVerts = mRVerts;
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}
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return true;
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}
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