109 lines
4.7 KiB
C++
109 lines
4.7 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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#ifndef PHYSX_MESHGENERATOR_H
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#define PHYSX_MESHGENERATOR_H
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#include "PxPhysicsAPI.h"
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#include "extensions/PxRemeshingExt.h"
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namespace meshgenerator
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{
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using namespace physx;
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void createCube(PxArray<PxVec3>& triVerts, PxArray<PxU32>& triIndices, const PxVec3& pos, PxReal scaling)
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{
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triVerts.clear();
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triIndices.clear();
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triVerts.pushBack(scaling * PxVec3(0.5f, -0.5f, -0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(0.5f, -0.5f, 0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(-0.5f, -0.5f, 0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(-0.5f, -0.5f, -0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(0.5f, 0.5f, -0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(0.5f, 0.5f, 0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(-0.5f, 0.5f, 0.5f) + pos);
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triVerts.pushBack(scaling * PxVec3(-0.5f, 0.5f, -0.5f) + pos);
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triIndices.pushBack(1); triIndices.pushBack(2); triIndices.pushBack(3);
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triIndices.pushBack(7); triIndices.pushBack(6); triIndices.pushBack(5);
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triIndices.pushBack(4); triIndices.pushBack(5); triIndices.pushBack(1);
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triIndices.pushBack(5); triIndices.pushBack(6); triIndices.pushBack(2);
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triIndices.pushBack(2); triIndices.pushBack(6); triIndices.pushBack(7);
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triIndices.pushBack(0); triIndices.pushBack(3); triIndices.pushBack(7);
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triIndices.pushBack(0); triIndices.pushBack(1); triIndices.pushBack(3);
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triIndices.pushBack(4); triIndices.pushBack(7); triIndices.pushBack(5);
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triIndices.pushBack(0); triIndices.pushBack(4); triIndices.pushBack(1);
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triIndices.pushBack(1); triIndices.pushBack(5); triIndices.pushBack(2);
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triIndices.pushBack(3); triIndices.pushBack(2); triIndices.pushBack(7);
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triIndices.pushBack(4); triIndices.pushBack(0); triIndices.pushBack(7);
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}
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void createConeY(PxArray<PxVec3>& triVerts, PxArray<PxU32>& triIndices, const PxVec3& center, PxReal radius, PxReal height, PxU32 numPointsOnRing = 32)
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{
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triVerts.clear();
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triIndices.clear();
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for (PxU32 i = 0; i < numPointsOnRing; ++i)
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{
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PxReal angle = i * 2.0f * 3.1415926535898f / numPointsOnRing;
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triVerts.pushBack(center + radius * PxVec3(PxSin(angle), 0, PxCos(angle)));
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}
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triVerts.pushBack(center);
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triVerts.pushBack(center + PxVec3(0, height, 0));
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for (PxU32 i = 0; i < numPointsOnRing; ++i)
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{
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triIndices.pushBack(numPointsOnRing); triIndices.pushBack(i); triIndices.pushBack((i + 1) % numPointsOnRing);
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triIndices.pushBack(numPointsOnRing + 1); triIndices.pushBack((i + 1) % numPointsOnRing); triIndices.pushBack(i);
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}
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}
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void projectPointsOntoSphere(PxArray<PxVec3>& triVerts, const PxVec3& center, PxReal radius)
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{
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for (PxU32 i = 0; i < triVerts.size(); ++i)
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{
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PxVec3 dir = triVerts[i] - center;
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dir.normalize();
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triVerts[i] = center + radius * dir;
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}
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}
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void createSphere(PxArray<PxVec3>& triVerts, PxArray<PxU32>& triIndices, const PxVec3& center, PxReal radius, const PxReal maxEdgeLength)
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{
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triVerts.clear();
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triIndices.clear();
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createCube(triVerts, triIndices, center, radius);
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projectPointsOntoSphere(triVerts, center, radius);
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while (PxRemeshingExt::limitMaxEdgeLength(triIndices, triVerts, maxEdgeLength, 1))
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projectPointsOntoSphere(triVerts, center, radius);
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}
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}
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#endif
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