66 lines
3.0 KiB
C++
66 lines
3.0 KiB
C++
// 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<PxU32, ClusterApproximation>& clusters,
|
|
const PxU32* triangles, const PxVec3* points)
|
|
{
|
|
return Gu::computeWindingNumber<PxF32, PxVec3>(tree, q, beta, clusters, triangles, points);
|
|
}
|
|
|
|
PxF32 computeWindingNumber(const Gu::BVHNode* tree, const PxVec3& q, const PxHashMap<PxU32, ClusterApproximation>& clusters,
|
|
const PxU32* triangles, const PxVec3* points)
|
|
{
|
|
return Gu::computeWindingNumber<PxF32, PxVec3>(tree, q, 2.0f, clusters, triangles, points);
|
|
}
|
|
|
|
void precomputeClusterInformation(const Gu::BVHNode* tree, const PxU32* triangles, const PxU32 numTriangles,
|
|
const PxVec3* points, PxHashMap<PxU32, ClusterApproximation>& result, PxI32 rootNodeIndex)
|
|
{
|
|
Gu::precomputeClusterInformation<PxF32, PxVec3>(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<PxReal, PxVec3>(points[tri[0]], points[tri[1]], points[tri[2]], q);
|
|
}
|
|
return windingNumber;
|
|
}
|
|
}
|
|
}
|