// // 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/PxVec3.h" #include "foundation/PxMemory.h" #include "MeshCleaner.h" #include "PsAllocator.h" #include "PsBitUtils.h" #ifndef PX_COOKING #error Do not include anymore! #endif using namespace physx; struct Indices { PxU32 mRef[3]; PX_FORCE_INLINE bool operator!=(const Indices&v) const { return mRef[0] != v.mRef[0] || mRef[1] != v.mRef[1] || mRef[2] != v.mRef[2]; } }; static PX_FORCE_INLINE PxU32 getHashValue(const PxVec3& v) { const PxU32* h = reinterpret_cast(&v.x); const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 return (f>>22)^(f>>12)^(f); } static PX_FORCE_INLINE PxU32 getHashValue(const Indices& v) { // const PxU32* h = v.mRef; // const PxU32 f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 // return (f>>22)^(f>>12)^(f); PxU32 a = v.mRef[0]; PxU32 b = v.mRef[1]; PxU32 c = v.mRef[2]; a=a-b; a=a-c; a=a^(c >> 13); b=b-c; b=b-a; b=b^(a << 8); c=c-a; c=c-b; c=c^(b >> 13); a=a-b; a=a-c; a=a^(c >> 12); b=b-c; b=b-a; b=b^(a << 16); c=c-a; c=c-b; c=c^(b >> 5); a=a-b; a=a-c; a=a^(c >> 3); b=b-c; b=b-a; b=b^(a << 10); c=c-a; c=c-b; c=c^(b >> 15); return c; } MeshCleaner::MeshCleaner(PxU32 nbVerts, const PxVec3* srcVerts, PxU32 nbTris, const PxU32* srcIndices, PxF32 meshWeldTolerance) { PxVec3* cleanVerts = reinterpret_cast(PX_ALLOC(sizeof(PxVec3)*nbVerts, "MeshCleaner")); PX_ASSERT(cleanVerts); PxU32* indices = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbTris*3, "MeshCleaner")); PxU32* remapTriangles = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbTris, "MeshCleaner")); PxU32* vertexIndices = NULL; if(meshWeldTolerance!=0.0f) { vertexIndices = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner")); const PxF32 weldTolerance = 1.0f / meshWeldTolerance; // snap to grid for(PxU32 i=0; i(PX_ALLOC(sizeof(PxU32)*(hashSize + maxNbElems), "MeshCleaner")); PX_ASSERT(hashTable); memset(hashTable, 0xff, hashSize * sizeof(PxU32)); PxU32* const next = hashTable + hashSize; PxU32* remapVerts = reinterpret_cast(PX_ALLOC(sizeof(PxU32)*nbVerts, "MeshCleaner")); memset(remapVerts, 0xff, nbVerts * sizeof(PxU32)); for(PxU32 i=0;i=nbVerts || vref1>=nbVerts || vref2>=nbVerts) continue; // PT: you can still get zero-area faces when the 3 vertices are perfectly aligned const PxVec3& p0 = srcVerts[vref0]; const PxVec3& p1 = srcVerts[vref1]; const PxVec3& p2 = srcVerts[vref2]; const float area2 = ((p0 - p1).cross(p0 - p2)).magnitudeSquared(); if(area2==0.0f) continue; vref0 = remapVerts[vref0]; vref1 = remapVerts[vref1]; vref2 = remapVerts[vref2]; if(vref0==vref1 || vref1==vref2 || vref2==vref0) continue; indices[nbCleanedTris*3+0] = vref0; indices[nbCleanedTris*3+1] = vref1; indices[nbCleanedTris*3+2] = vref2; remapTriangles[nbCleanedTris] = i; nbCleanedTris++; } PX_FREE(remapVerts); PxU32 nbToGo = nbCleanedTris; nbCleanedTris = 0; memset(hashTable, 0xff, hashSize * sizeof(PxU32)); Indices* const I = reinterpret_cast(indices); bool idtRemap = true; for(PxU32 i=0;i