151 lines
5.0 KiB
C++
151 lines
5.0 KiB
C++
//
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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 "GuTriangleMesh.h"
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#include "GuTriangleMeshRTree.h"
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#if PX_ENABLE_DYNAMIC_MESH_RTREE
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#include "GuConvexEdgeFlags.h"
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#endif
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using namespace physx;
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namespace physx
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{
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Gu::RTreeTriangleMesh::RTreeTriangleMesh(GuMeshFactory& factory, TriangleMeshData& d)
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: TriangleMesh(factory, d)
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{
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PX_ASSERT(d.mType==PxMeshMidPhase::eBVH33);
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RTreeTriangleData& rtreeData = static_cast<RTreeTriangleData&>(d);
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mRTree = rtreeData.mRTree;
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rtreeData.mRTree.mPages = NULL;
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}
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Gu::TriangleMesh* Gu::RTreeTriangleMesh::createObject(PxU8*& address, PxDeserializationContext& context)
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{
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RTreeTriangleMesh* obj = new (address) RTreeTriangleMesh(PxBaseFlag::eIS_RELEASABLE);
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address += sizeof(RTreeTriangleMesh);
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obj->importExtraData(context);
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return obj;
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}
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void Gu::RTreeTriangleMesh::exportExtraData(PxSerializationContext& stream)
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{
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mRTree.exportExtraData(stream);
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TriangleMesh::exportExtraData(stream);
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}
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void Gu::RTreeTriangleMesh::importExtraData(PxDeserializationContext& context)
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{
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mRTree.importExtraData(context);
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TriangleMesh::importExtraData(context);
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}
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#if PX_ENABLE_DYNAMIC_MESH_RTREE
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PxVec3 * Gu::RTreeTriangleMesh::getVerticesForModification()
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{
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return const_cast<PxVec3*>(getVertices());
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}
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template<typename IndexType>
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struct RefitCallback : Gu::RTree::CallbackRefit
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{
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const PxVec3* newPositions;
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const IndexType* indices;
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RefitCallback(const PxVec3* aNewPositions, const IndexType* aIndices) : newPositions(aNewPositions), indices(aIndices) {}
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PX_FORCE_INLINE ~RefitCallback() {}
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virtual void recomputeBounds(PxU32 index, shdfnd::aos::Vec3V& aMn, shdfnd::aos::Vec3V& aMx)
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{
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using namespace shdfnd::aos;
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// Each leaf box has a set of triangles
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Gu::LeafTriangles currentLeaf; currentLeaf.Data = index;
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PxU32 nbTris = currentLeaf.GetNbTriangles();
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PxU32 baseTri = currentLeaf.GetTriangleIndex();
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PX_ASSERT(nbTris > 0);
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const IndexType* vInds = indices + 3 * baseTri;
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Vec3V vPos = V3LoadU(newPositions[vInds[0]]);
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Vec3V mn = vPos, mx = vPos;
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//PxBounds3 result(newPositions[vInds[0]], newPositions[vInds[0]]);
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vPos = V3LoadU(newPositions[vInds[1]]);
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mn = V3Min(mn, vPos); mx = V3Max(mx, vPos);
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vPos = V3LoadU(newPositions[vInds[2]]);
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mn = V3Min(mn, vPos); mx = V3Max(mx, vPos);
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for (PxU32 i = 1; i < nbTris; i++)
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{
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const IndexType* vInds1 = indices + 3 * (baseTri + i);
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vPos = V3LoadU(newPositions[vInds1[0]]);
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mn = V3Min(mn, vPos); mx = V3Max(mx, vPos);
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vPos = V3LoadU(newPositions[vInds1[1]]);
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mn = V3Min(mn, vPos); mx = V3Max(mx, vPos);
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vPos = V3LoadU(newPositions[vInds1[2]]);
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mn = V3Min(mn, vPos); mx = V3Max(mx, vPos);
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}
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aMn = mn;
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aMx = mx;
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}
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};
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PxBounds3 Gu::RTreeTriangleMesh::refitBVH()
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{
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PxBounds3 meshBounds;
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if (has16BitIndices())
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{
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RefitCallback<PxU16> cb(mVertices, static_cast<const PxU16*>(mTriangles));
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mRTree.refitAllStaticTree(cb, &meshBounds);
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}
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else
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{
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RefitCallback<PxU32> cb(mVertices, static_cast<const PxU32*>(mTriangles));
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mRTree.refitAllStaticTree(cb, &meshBounds);
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}
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// reset edge flags and remember we did that using a mesh flag (optimization)
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if ((mRTree.mFlags & RTree::IS_EDGE_SET) == 0)
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{
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mRTree.mFlags |= RTree::IS_EDGE_SET;
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if(mExtraTrigData)
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{
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const PxU32 nbTris = getNbTriangles();
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for(PxU32 i = 0; i < nbTris; i++)
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mExtraTrigData[i] |= ETD_CONVEX_EDGE_ALL;
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}
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}
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mAABB = meshBounds;
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return meshBounds;
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}
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#endif
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} // namespace physx
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