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XCEngine/engine/third_party/physx/source/geomutils/src/GuWindingNumber.cpp

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// Redistribution and use in source and binary forms, with or without
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// 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;
}
}
}