// 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) 2008-2025 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 CONVEX_FORMAT_H #define CONVEX_FORMAT_H #include "foundation/PxVec3.h" #include "foundation/PxVec4.h" #include "foundation/PxBounds3.h" #include "foundation/PxPlane.h" #include "foundation/PxMat44.h" #include "foundation/PxMemory.h" #include "foundation/PxUtilities.h" namespace physx { struct ConvexHullCooked { struct Valency { PxU16 mCount; PxU16 mOffset; }; struct BigConvexRawData { // Support vertex map PxU16 mSubdiv; // "Gaussmap" subdivision PxU16 mNbSamples; // Total #samples in gaussmap PT: this is not even needed at runtime! PxU8* mSamples; //mNbSamples * 2 elements PX_FORCE_INLINE const PxU8* getSamples2() const { return mSamples + mNbSamples; } //~Support vertex map // Valencies data PxU32 mNbVerts; //!< Number of vertices PxU32 mNbAdjVerts; //!< Total number of adjacent vertices ### PT: this is useless at runtime and should not be stored here Valency* mValencies; //!< A list of mNbVerts valencies (= number of neighbors) mNbVerts elements PxU8* mAdjacentVerts; //!< List of adjacent vertices //~Valencies data }; struct InternalObjectsData { PxReal mRadius; PxReal mExtents[3]; PX_FORCE_INLINE void reset() { mRadius = 0.0f; mExtents[0] = 0.0f; mExtents[1] = 0.0f; mExtents[2] = 0.0f; } }; struct HullPolygon { PxPlane mPlane; //!< Plane equation for this polygon //Could drop 4th elem as it can be computed from any vertex as: d = - p.dot(n); PxU16 mVRef8; //!< Offset of vertex references in hull vertex data (CS: can we assume indices are tightly packed and offsets are ascending?? DrawObjects makes and uses this assumption) PxU8 mNbVerts; //!< Number of vertices/edges in the polygon PxU8 mMinIndex; //!< Index of the polygon vertex that has minimal projection along this plane's normal. PX_FORCE_INLINE PxReal getMin(const PxVec3* PX_RESTRICT hullVertices) const //minimum of projection of the hull along this plane normal { return mPlane.n.dot(hullVertices[mMinIndex]); } PX_FORCE_INLINE PxReal getMax() const { return -mPlane.d; } //maximum of projection of the hull along this plane normal }; PxBounds3 mAABB; PxVec3 mCenterOfMass; PxU16 mNbEdges; PxU8 mNbHullVertices; PxU8 mNbPolygons; HullPolygon* mPolygons; //!< Array of mNbPolygons structures PxVec3* mVertices; //mNbHullVertices elements PxU8* mFacesByEdges8; //mNbEdges * 2 elements PxU8* mFacesByVertices8; //mNbHullVertices * 3 elements PxU16* mVerticesByEdges16; //mNbEdges * 2 elements PxU8* mVertexData8; //G-d knows how many elements BigConvexRawData* mBigConvexRawData; //!< Hill climbing data, only for large convexes! else NULL. InternalObjectsData mInternal; bool isGpuFriendly() { bool ret = mNbHullVertices <= 64; if(!ret) return false; for(PxU32 i = 0; i < mNbPolygons; ++i) ret &= mPolygons[i].mNbVerts <= 31; return ret; } }; } #endif