222 lines
6.7 KiB
C++
222 lines
6.7 KiB
C++
// 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/PxVec3.h"
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#include "foundation/PxArray.h"
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#include "GuMeshAnalysis.h"
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using namespace physx;
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using namespace Gu;
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PX_FORCE_INLINE PxU64 key(PxI32 a, PxI32 b)
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{
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if (a < b)
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return ((PxU64(a)) << 32) | (PxU64(b));
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else
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return ((PxU64(b)) << 32) | (PxU64(a));
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}
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#define INITIAL_VALUE -3
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const static PxU32 neighborEdges[3][2] = { { 0, 1 }, { 2, 0 }, { 1, 2 } };
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//const static PxU32 triTip[3] = { 2, 1, 0 };
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bool MeshAnalyzer::buildTriangleAdjacency(const Triangle* tris, PxU32 numTriangles, PxArray<PxI32>& result, PxHashMap<PxU64, PxI32>& edges)
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{
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PxU32 l = 4 * numTriangles; //Still factor 4 - waste one entry per triangle to get a power of 2 which allows for bit shift usage instead of modulo
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result.clear();
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result.resize(l, -1);
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for (PxU32 i = 3; i < l; i += 4)
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result[i] = INITIAL_VALUE; //Mark the fields that get never accessed because they are just not used, this is useful for debugging
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edges.clear();
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for (PxU32 i = 0; i < numTriangles; ++i)
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{
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const Triangle& tri = tris[i];
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if (tri[0] < 0)
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continue;
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for (PxU32 j = 0; j < 3; ++j)
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{
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PxU64 edge = key(tri[neighborEdges[j][0]], tri[neighborEdges[j][1]]);
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if (const PxPair<const PxU64, PxI32>* ptr = edges.find(edge))
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{
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if (ptr->second < 0)
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return false; //Edge shared by more than 2 triangles
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if (result[4 * i + j] == -4 || result[ptr->second] == -4)
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{
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result[4 * i + j] = -4; //Mark as non-manifold edge
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result[ptr->second] = -4;
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}
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else
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{
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if (result[4 * i + j] != -1 || result[ptr->second] != -1)
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{
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result[4 * i + j] = -4; //Mark as non-manifold edge
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result[ptr->second] = -4;
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}
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result[4 * i + j] = ptr->second;
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result[ptr->second] = 4 * i + j;
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}
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edges.erase(ptr->first);
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edges.insert(edge, -1); //Mark as processed
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}
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else
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edges.insert(edge, 4 * i + j);
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}
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}
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return true;
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}
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PxI32 indexOf(const Triangle& tri, PxI32 node)
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{
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if (tri[0] == node) return 0;
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if (tri[1] == node) return 1;
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if (tri[2] == node) return 2;
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return 0xFFFFFFFF;
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}
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bool MeshAnalyzer::checkConsistentTriangleOrientation(const Triangle* tris, PxU32 numTriangles)
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{
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PxArray<bool> flip;
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PxHashMap<PxU64, PxI32> edges;
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PxArray<PxArray<PxU32>> connectedTriangleGroups;
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if (!buildConsistentTriangleOrientationMap(tris, numTriangles, flip, edges, connectedTriangleGroups))
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return false;
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for (PxU32 i = 0; i < flip.size(); ++i)
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{
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if (flip[i])
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return false;
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}
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return true;
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}
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bool MeshAnalyzer::buildConsistentTriangleOrientationMap(const Triangle* tris, PxU32 numTriangles, PxArray<bool>& flip,
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PxHashMap<PxU64, PxI32>& edges, PxArray<PxArray<PxU32>>& connectedTriangleGroups)
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{
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PxArray<PxI32> adj;
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if (!buildTriangleAdjacency(tris, numTriangles, adj, edges))
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return false;
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PxU32 l = numTriangles;
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PxArray<bool> done;
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done.resize(l, false);
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flip.clear();
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flip.resize(l, false);
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PxU32 seedIndex = 0;
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PxArray<PxI32> stack;
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while (true)
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{
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if (stack.size() == 0)
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{
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while (seedIndex < done.size() && done[seedIndex])
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++seedIndex;
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if (seedIndex == done.size())
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break;
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done[seedIndex] = true;
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flip[seedIndex] = false;
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stack.pushBack(seedIndex);
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PxArray<PxU32> currentGroup;
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currentGroup.pushBack(seedIndex);
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connectedTriangleGroups.pushBack(currentGroup);
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}
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PxI32 index = stack.popBack();
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bool f = flip[index];
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const Triangle& tri = tris[index];
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for (PxU32 i = 0; i < 3; ++i)
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{
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if (adj[4 * index + i] >= 0 && !done[adj[4 * index + i] >> 2])
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{
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PxI32 neighborTriIndex = adj[4 * index + i] >> 2;
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done[neighborTriIndex] = true;
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connectedTriangleGroups[connectedTriangleGroups.size() - 1].pushBack(neighborTriIndex);
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const Triangle& neighborTri = tris[neighborTriIndex];
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PxI32 j = indexOf(neighborTri, tri[neighborEdges[i][0]]);
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flip[neighborTriIndex] = (neighborTri[(j + 1) % 3] == tri[neighborEdges[i][1]]) != f;
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stack.pushBack(neighborTriIndex);
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}
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}
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}
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return true;
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}
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bool MeshAnalyzer::makeTriOrientationConsistent(Triangle* tris, PxU32 numTriangles, bool invertOrientation)
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{
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PxHashMap<PxU64, PxI32> edges;
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PxArray<bool> flipTriangle;
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PxArray<PxArray<PxU32>> connectedTriangleGroups;
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if (!buildConsistentTriangleOrientationMap(tris, numTriangles, flipTriangle, edges, connectedTriangleGroups))
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return false;
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for (PxU32 i = 0; i < flipTriangle.size(); ++i)
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{
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Triangle& t = tris[i];
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if (flipTriangle[i] != invertOrientation)
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PxSwap(t[0], t[1]);
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}
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return true;
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}
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bool MeshAnalyzer::checkMeshWatertightness(const Triangle* tris, PxU32 numTriangles, bool treatInconsistentWindingAsNonWatertight)
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{
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PxArray<bool> flip;
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PxHashMap<PxU64, PxI32> edges;
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PxArray<PxArray<PxU32>> connectedTriangleGroups;
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if (!MeshAnalyzer::buildConsistentTriangleOrientationMap(tris, numTriangles, flip, edges, connectedTriangleGroups))
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return false;
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if (treatInconsistentWindingAsNonWatertight)
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{
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for (PxU32 i = 0; i < flip.size(); ++i)
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{
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if (flip[i])
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return false;
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}
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}
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for (PxHashMap<PxU64, PxI32>::Iterator iter = edges.getIterator(); !iter.done(); ++iter)
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{
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if (iter->second >= 0)
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return false;
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}
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return true;
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}
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