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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_COLLISION_NXCONVEXMESHDESC #define PX_COLLISION_NXCONVEXMESHDESC /** \addtogroup cooking @{ */ #include "foundation/PxVec3.h" #include "foundation/PxFlags.h" #include "common/PxCoreUtilityTypes.h" #include "geometry/PxConvexMesh.h" #if !PX_DOXYGEN namespace physx { #endif /** \brief Flags which describe the format and behavior of a convex mesh. */ struct PxConvexFlag { enum Enum { /** Denotes the use of 16-bit vertex indices in PxConvexMeshDesc::triangles or PxConvexMeshDesc::polygons. (otherwise, 32-bit indices are assumed) @see #PxConvexMeshDesc.indices */ e16_BIT_INDICES = (1<<0), /** Automatically recomputes the hull from the vertices. If this flag is not set, you must provide the entire geometry manually. \note There are two different algorithms for hull computation, please see PxConvexMeshCookingType. @see PxConvexMeshCookingType */ eCOMPUTE_CONVEX = (1<<1), /** \brief Checks and removes almost zero-area triangles during convex hull computation. The rejected area size is specified in PxCookingParams::areaTestEpsilon \note This flag is only used in combination with eCOMPUTE_CONVEX. @see PxCookingParams PxCookingParams::areaTestEpsilon */ eCHECK_ZERO_AREA_TRIANGLES = (1<<2), /** \brief Quantizes the input vertices using the k-means clustering \note The input vertices are quantized to PxConvexMeshDesc::quantizedCount see http://en.wikipedia.org/wiki/K-means_clustering */ eQUANTIZE_INPUT = (1 << 3), /** \brief Disables the convex mesh validation to speed-up hull creation. Please use separate validation function in checked/debug builds. Creating a convex mesh with invalid input data without prior validation may result in undefined behavior. @see PxCooking::validateConvexMesh */ eDISABLE_MESH_VALIDATION = (1 << 4), /** \brief Enables plane shifting vertex limit algorithm. Plane shifting is an alternative algorithm for the case when the computed hull has more vertices than the specified vertex limit. The default algorithm computes the full hull, and an OBB around the input vertices. This OBB is then sliced with the hull planes until the vertex limit is reached.The default algorithm requires the vertex limit to be set to at least 8, and typically produces results that are much better quality than are produced by plane shifting. When plane shifting is enabled, the hull computation stops when vertex limit is reached. The hull planes are then shifted to contain all input vertices, and the new plane intersection points are then used to generate the final hull with the given vertex limit.Plane shifting may produce sharp edges to vertices very far away from the input cloud, and does not guarantee that all input vertices are inside the resulting hull.However, it can be used with a vertex limit as low as 4. */ ePLANE_SHIFTING = (1 << 5), /** \brief Inertia tensor computation is faster using SIMD code, but the precision is lower, which may result in incorrect inertia for very thin hulls. */ eFAST_INERTIA_COMPUTATION = (1 << 6), /** \brief Convex hulls are created with respect to GPU simulation limitations. Vertex limit is set to 64 and vertex limit per face is internally set to 32. \note Can be used only with eCOMPUTE_CONVEX flag. */ eGPU_COMPATIBLE = (1 << 7), /** \brief Convex hull input vertices are shifted to be around origin to provide better computation stability. It is recommended to provide input vertices around the origin, otherwise use this flag to improve numerical stability. \note Is used only with eCOMPUTE_CONVEX flag. */ eSHIFT_VERTICES = (1 << 8) }; }; /** \brief collection of set bits defined in PxConvexFlag. @see PxConvexFlag */ typedef PxFlags PxConvexFlags; PX_FLAGS_OPERATORS(PxConvexFlag::Enum,PxU16) /** \brief Descriptor class for #PxConvexMesh. \note The number of vertices and the number of convex polygons in a cooked convex mesh is limited to 256. @see PxConvexMesh PxConvexMeshGeometry PxShape PxPhysics.createConvexMesh() */ class PxConvexMeshDesc { public: /** \brief Vertex positions data in PxBoundedData format. Default: NULL */ PxBoundedData keyPoints; /** \brief Polygons data in PxBoundedData format.

Pointer to first polygon.

Default: NULL @see PxHullPolygon */ PxBoundedData polygons; /** \brief Polygon indices data in PxBoundedData format.

Pointer to first index.

Default: NULL

This is declared as a void pointer because it is actually either an PxU16 or a PxU32 pointer.

@see PxHullPolygon PxConvexFlag::e16_BIT_INDICES */ PxBoundedData indices; /** \brief Flags bits, combined from values of the enum ::PxConvexFlag Default: 0 */ PxConvexFlags flags; /** \brief Limits the number of vertices of the result convex mesh. Hard maximum limit is 256 and minimum limit is 4 if PxConvexFlag::ePLANE_SHIFTING is used, otherwise the minimum limit is 8. \note Vertex limit is only used when PxConvexFlag::eCOMPUTE_CONVEX is specified. \note The please see PxConvexFlag::ePLANE_SHIFTING for algorithm explanation @see PxConvexFlag::ePLANE_SHIFTING Range: [4, 255]
Default: 255 */ PxU16 vertexLimit; /** \brief Maximum number of vertices after quantization. The quantization is done during the vertex cleaning phase. The quantization is applied when PxConvexFlag::eQUANTIZE_INPUT is specified. @see PxConvexFlag::eQUANTIZE_INPUT Range: [4, 65535]
Default: 255 */ PxU16 quantizedCount; /** \brief constructor sets to default. */ PX_INLINE PxConvexMeshDesc(); /** \brief (re)sets the structure to the default. */ PX_INLINE void setToDefault(); /** \brief Returns true if the descriptor is valid. \return True if the current settings are valid */ PX_INLINE bool isValid() const; }; PX_INLINE PxConvexMeshDesc::PxConvexMeshDesc() //constructor sets to default : vertexLimit(255), quantizedCount(255) { } PX_INLINE void PxConvexMeshDesc::setToDefault() { *this = PxConvexMeshDesc(); } PX_INLINE bool PxConvexMeshDesc::isValid() const { // Check geometry if(keyPoints.count < 3 || //at least 1 trig's worth of points (keyPoints.count > 0xffff && flags & PxConvexFlag::e16_BIT_INDICES)) return false; if(!keyPoints.data) return false; if(keyPoints.stride < sizeof(PxVec3)) //should be at least one point's worth of data return false; if (quantizedCount < 4) return false; // Check topology if(polygons.data) { if(polygons.count < 4) // we require 2 neighbors for each vertex - 4 polygons at least return false; if(!indices.data) // indices must be provided together with polygons return false; PxU32 limit = (flags & PxConvexFlag::e16_BIT_INDICES) ? sizeof(PxU16) : sizeof(PxU32); if(indices.stride < limit) return false; limit = sizeof(PxHullPolygon); if(polygons.stride < limit) return false; } else { // We can compute the hull from the vertices if(!(flags & PxConvexFlag::eCOMPUTE_CONVEX)) return false; // If the mesh is convex and we're not allowed to compute the hull, // you have to provide it completely (geometry & topology). } if((flags & PxConvexFlag::ePLANE_SHIFTING) && vertexLimit < 4) { return false; } if (!(flags & PxConvexFlag::ePLANE_SHIFTING) && vertexLimit < 8) { return false; } if(vertexLimit > 256) { return false; } return true; } #if !PX_DOXYGEN } // namespace physx #endif /** @} */ #endif