// // 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) 2008-2019 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/PxMath.h" #include "CookingUtils.h" #include "CmRadixSortBuffered.h" #include "PsAllocator.h" #include "PsFPU.h" using namespace physx; using namespace Cm; ReducedVertexCloud::ReducedVertexCloud(const PxVec3* verts, PxU32 nb_verts) : mNbRVerts(0), mRVerts(NULL), mXRef(NULL) { mVerts = verts; mNbVerts = nb_verts; } ReducedVertexCloud::~ReducedVertexCloud() { Clean(); } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Frees used ram. * \return Self-reference */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ReducedVertexCloud& ReducedVertexCloud::Clean() { PX_DELETE_POD(mXRef); PX_FREE_AND_RESET(mRVerts); return *this; } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * Reduction method. Use this to create a minimal vertex cloud. * \param rc [out] result structure * \return true if success * \warning This is not about welding nearby vertices, here we look for real redundant ones. */ /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool ReducedVertexCloud::Reduce(REDUCEDCLOUD* rc) { Clean(); mXRef = PX_NEW(PxU32)[mNbVerts]; float* f = PX_NEW_TEMP(float)[mNbVerts]; for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED); for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED); for(PxU32 i=0;i(f), mNbVerts, RADIX_UNSIGNED).GetRanks(); PX_DELETE_POD(f); mNbRVerts = 0; const PxU32 Junk[] = {PX_INVALID_U32, PX_INVALID_U32, PX_INVALID_U32}; const PxU32* Previous = Junk; mRVerts = reinterpret_cast(PX_ALLOC(sizeof(PxVec3) * mNbVerts, "PxVec3")); PxU32 Nb = mNbVerts; while(Nb--) { const PxU32 Vertex = *Sorted++; // Vertex number const PxU32* current = reinterpret_cast(&mVerts[Vertex]); if(current[0]!=Previous[0] || current[1]!=Previous[1] || current[2]!=Previous[2]) mRVerts[mNbRVerts++] = mVerts[Vertex]; Previous = current; mXRef[Vertex] = mNbRVerts-1; } if(rc) { rc->CrossRef = mXRef; rc->NbRVerts = mNbRVerts; rc->RVerts = mRVerts; } return true; }