// 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. #include "GuWindingNumberT.h" #include "GuWindingNumber.h" namespace physx { namespace Gu { PxF32 computeWindingNumber(const Gu::BVHNode* tree, const PxVec3& q, PxF32 beta, const PxHashMap& clusters, const PxU32* triangles, const PxVec3* points) { return Gu::computeWindingNumber(tree, q, beta, clusters, triangles, points); } PxF32 computeWindingNumber(const Gu::BVHNode* tree, const PxVec3& q, const PxHashMap& clusters, const PxU32* triangles, const PxVec3* points) { return Gu::computeWindingNumber(tree, q, 2.0f, clusters, triangles, points); } void precomputeClusterInformation(const Gu::BVHNode* tree, const PxU32* triangles, const PxU32 numTriangles, const PxVec3* points, PxHashMap& result, PxI32 rootNodeIndex) { Gu::precomputeClusterInformation(tree, triangles, numTriangles, points, result, rootNodeIndex); } PxF32 computeWindingNumber(const PxVec3& q, const PxU32* triangles, const PxU32 numTriangles, const PxVec3* points) { PxReal windingNumber = 0.0f; for (PxU32 i = 0; i < numTriangles; ++i) { const PxU32* tri = &triangles[3 * i]; windingNumber += Gu::evaluateExact(points[tri[0]], points[tri[1]], points[tri[2]], q); } return windingNumber; } } }