feat(physics): wire physx sdk into build
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143
engine/third_party/physx/source/physxextensions/src/ExtSmoothNormals.cpp
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143
engine/third_party/physx/source/physxextensions/src/ExtSmoothNormals.cpp
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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) 2008-2025 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 "foundation/PxMemory.h"
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#include "extensions/PxSmoothNormals.h"
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#include "foundation/PxMathUtils.h"
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#include "foundation/PxUserAllocated.h"
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#include "foundation/PxUtilities.h"
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using namespace physx;
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static PxReal computeAngle(const PxVec3* verts, const PxU32* refs, PxU32 vref)
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{
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PxU32 e0=0,e2=0;
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if(vref==refs[0])
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{
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e0 = 2;
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e2 = 1;
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}
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else if(vref==refs[1])
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{
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e0 = 2;
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e2 = 0;
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}
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else if(vref==refs[2])
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{
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e0 = 0;
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e2 = 1;
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}
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else
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{
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PX_ASSERT(0);
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}
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const PxVec3 edge0 = verts[refs[e0]] - verts[vref];
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const PxVec3 edge1 = verts[refs[e2]] - verts[vref];
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return PxComputeAngle(edge0, edge1);
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}
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bool PxBuildSmoothNormals(PxU32 nbTris, PxU32 nbVerts, const PxVec3* verts, const PxU32* dFaces, const PxU16* wFaces, PxVec3* normals, bool flip)
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{
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if(!verts || !normals || !nbTris || !nbVerts)
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return false;
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// Get correct destination buffers
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// - if available, write directly to user-provided buffers
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// - else get some ram and keep track of it
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PxVec3* FNormals = PX_ALLOCATE(PxVec3, nbTris, "PxVec3");
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if(!FNormals) return false;
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// Compute face normals
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const PxU32 c = PxU32(flip!=0);
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for(PxU32 i=0; i<nbTris; i++)
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{
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// compute indices outside of array index to workaround
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// SNC bug which was generating incorrect addresses
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const PxU32 i0 = i*3+0;
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const PxU32 i1 = i*3+1+c;
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const PxU32 i2 = i*3+2-c;
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const PxU32 Ref0 = dFaces ? dFaces[i0] : wFaces ? wFaces[i0] : 0;
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const PxU32 Ref1 = dFaces ? dFaces[i1] : wFaces ? wFaces[i1] : 1;
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const PxU32 Ref2 = dFaces ? dFaces[i2] : wFaces ? wFaces[i2] : 2;
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FNormals[i] = (verts[Ref2]-verts[Ref0]).cross(verts[Ref1] - verts[Ref0]);
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PX_ASSERT(!FNormals[i].isZero());
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FNormals[i].normalize();
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}
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// Compute vertex normals
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PxMemSet(normals, 0, nbVerts*sizeof(PxVec3));
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// TTP 3751
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PxVec3* TmpNormals = PX_ALLOCATE(PxVec3, nbVerts, "PxVec3");
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PxMemSet(TmpNormals, 0, nbVerts*sizeof(PxVec3));
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for(PxU32 i=0;i<nbTris;i++)
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{
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PxU32 Ref[3];
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Ref[0] = dFaces ? dFaces[i*3+0] : wFaces ? wFaces[i*3+0] : 0;
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Ref[1] = dFaces ? dFaces[i*3+1] : wFaces ? wFaces[i*3+1] : 1;
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Ref[2] = dFaces ? dFaces[i*3+2] : wFaces ? wFaces[i*3+2] : 2;
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for(PxU32 j=0;j<3;j++)
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{
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if(TmpNormals[Ref[j]].isZero())
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TmpNormals[Ref[j]] = FNormals[i];
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}
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}
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//~TTP 3751
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for(PxU32 i=0;i<nbTris;i++)
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{
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PxU32 Ref[3];
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Ref[0] = dFaces ? dFaces[i*3+0] : wFaces ? wFaces[i*3+0] : 0;
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Ref[1] = dFaces ? dFaces[i*3+1] : wFaces ? wFaces[i*3+1] : 1;
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Ref[2] = dFaces ? dFaces[i*3+2] : wFaces ? wFaces[i*3+2] : 2;
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normals[Ref[0]] += FNormals[i] * computeAngle(verts, Ref, Ref[0]);
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normals[Ref[1]] += FNormals[i] * computeAngle(verts, Ref, Ref[1]);
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normals[Ref[2]] += FNormals[i] * computeAngle(verts, Ref, Ref[2]);
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}
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// Normalize vertex normals
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for(PxU32 i=0;i<nbVerts;i++)
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{
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if(normals[i].isZero())
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normals[i] = TmpNormals[i];
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// PX_ASSERT(!normals[i].isZero());
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normals[i].normalize();
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}
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PX_FREE(TmpNormals); // TTP 3751
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PX_FREE(FNormals);
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return true;
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}
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