// // 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. #ifndef PX_QUICKHULL_CONVEXHULLLIB_H #define PX_QUICKHULL_CONVEXHULLLIB_H #include "ConvexHullLib.h" #include "Ps.h" #include "PsArray.h" #include "PsUserAllocated.h" namespace local { class QuickHull; struct QuickHullVertex; } namespace physx { class ConvexHull; ////////////////////////////////////////////////////////////////////////// // Quickhull lib constructs the hull from given input points. The resulting hull // will only contain a subset of the input points. The algorithm does incrementally // adds most furthest vertices to the starting simplex. The produced hulls are build with high precision // and produce more stable and correct results, than the legacy algorithm. class QuickHullConvexHullLib: public ConvexHullLib, public Ps::UserAllocated { PX_NOCOPY(QuickHullConvexHullLib) public: // functions QuickHullConvexHullLib(const PxConvexMeshDesc& desc, const PxCookingParams& params); ~QuickHullConvexHullLib(); // computes the convex hull from provided points virtual PxConvexMeshCookingResult::Enum createConvexHull(); // fills the convexmeshdesc with computed hull data virtual void fillConvexMeshDesc(PxConvexMeshDesc& desc); // provide the edge list information virtual bool createEdgeList(const PxU32, const PxU8* , PxU8** , PxU16** , PxU16** ); protected: // if vertex limit reached we need to expand the hull using the OBB slicing PxConvexMeshCookingResult::Enum expandHullOBB(); // if vertex limit reached we need to expand the hull using the plane shifting PxConvexMeshCookingResult::Enum expandHull(); // checks for collinearity and co planarity // returns true if the simplex was ok, we can reuse the computed tolerances and min/max values bool cleanupForSimplex(PxVec3* vertices, PxU32 vertexCount, local::QuickHullVertex* minimumVertex, local::QuickHullVertex* maximumVertex, float& tolerance, float& planeTolerance); // fill the result desc from quick hull convex void fillConvexMeshDescFromQuickHull(PxConvexMeshDesc& desc); // fill the result desc from cropped hull convex void fillConvexMeshDescFromCroppedHull(PxConvexMeshDesc& desc); private: local::QuickHull* mQuickHull; // the internal quick hull representation ConvexHull* mCropedConvexHull; //the hull cropped from OBB, used for vertex limit path PxU8* mOutMemoryBuffer; // memory buffer used for output data PxU16* mFaceTranslateTable; // translation table mapping output faces to internal quick hull table }; } #endif