// // 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/PxMemory.h" #include "extensions/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(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(PX_ALLOC_TEMP(sizeof(PxVec3)*nbVerts, "PxVec3")); PxMemSet(TmpNormals, 0, nbVerts*sizeof(PxVec3)); for(PxU32 i=0;i