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+ // 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) 2008-2026 NVIDIA Corporation. All rights reserved.
+ // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+ // Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+ #ifndef GU_COOKING_GRB_TRIANGLE_MESH_H
+ #define GU_COOKING_GRB_TRIANGLE_MESH_H
+
+ #include "foundation/PxPlane.h"
+ #include "foundation/PxSort.h"
+ #include "GuMeshData.h"
+ #include "GuTriangle.h"
+ #include "GuEdgeList.h"
+ #include "cooking/PxCooking.h"
+ #include "CmRadixSort.h"
+
+ //#define CHECK_OLD_CODE_VS_NEW_CODE
+
+ namespace physx
+ {
+ namespace Gu
+ {
+ PX_ALIGN_PREFIX(16)
+ struct uint4
+ {
+ unsigned int x, y, z, w;
+ }
+ PX_ALIGN_SUFFIX(16);
+
+
+ // TODO avoroshilov: remove duplicate definitions
+ static const PxU32 BOUNDARY = 0xffffffff;
+ static const PxU32 NONCONVEX_FLAG = 0x80000000;
+
+ #ifdef CHECK_OLD_CODE_VS_NEW_CODE
+
+ struct EdgeTriLookup
+ {
+ PxU32 edgeId0, edgeId1;
+ PxU32 triId;
+
+ bool operator < (const EdgeTriLookup& edge1) const
+ {
+ return edgeId0 < edge1.edgeId0 || (edgeId0 == edge1.edgeId0 && edgeId1 < edge1.edgeId1);
+ }
+
+ bool operator <=(const EdgeTriLookup& edge1) const
+ {
+ return edgeId0 < edge1.edgeId0 || (edgeId0 == edge1.edgeId0 && edgeId1 <= edge1.edgeId1);
+ }
+ };
+
+ static PxU32 binarySearch(const EdgeTriLookup* PX_RESTRICT data, const PxU32 numElements, const EdgeTriLookup& value)
+ {
+ PxU32 left = 0;
+ PxU32 right = numElements;
+
+ while ((right - left) > 1)
+ {
+ const PxU32 pos = (left + right) / 2;
+ const EdgeTriLookup& element = data[pos];
+ if (element <= value)
+ {
+ left = pos;
+ }
+ else
+ {
+ right = pos;
+ }
+ }
+
+ return left;
+ }
+
+ // slightly different behavior from collide2: boundary edges are filtered out
+
+ static PxU32 findAdjacent(const PxVec3* triVertices, const PxVec3* triNormals, const IndexedTriangle32* triIndices,
+ PxU32 nbTris, PxU32 i0, PxU32 i1, const PxPlane& plane,
+ EdgeTriLookup* triLookups, PxU32 triangleIndex)
+ {
+ PxU32 result = BOUNDARY;
+ PxReal bestCos = -FLT_MAX;
+
+ EdgeTriLookup lookup;
+ lookup.edgeId0 = PxMin(i0, i1);
+ lookup.edgeId1 = PxMax(i0, i1);
+
+ PxU32 startIndex = binarySearch(triLookups, nbTris * 3, lookup);
+
+ for (PxU32 a = startIndex; a > 0; --a)
+ {
+ if (triLookups[a - 1].edgeId0 == lookup.edgeId0 && triLookups[a - 1].edgeId1 == lookup.edgeId1)
+ startIndex = a - 1;
+ else
+ break;
+ }
+
+ for (PxU32 a = startIndex; a < nbTris * 3; ++a)
+ {
+ const EdgeTriLookup& edgeTri = triLookups[a];
+
+ if (edgeTri.edgeId0 != lookup.edgeId0 || edgeTri.edgeId1 != lookup.edgeId1)
+ break;
+
+ if (edgeTri.triId == triangleIndex)
+ continue;
+
+ const IndexedTriangle32& triIdx = triIndices[edgeTri.triId];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ const PxU32 other = vIdx0 + vIdx1 + vIdx2 - (i0 + i1);
+
+ const PxReal c = plane.n.dot(triNormals[edgeTri.triId]);
+
+ if (plane.distance(triVertices[other]) >= 0 && c > 0.f)
+ return NONCONVEX_FLAG | edgeTri.triId;
+
+ if (c>bestCos)
+ {
+ bestCos = c;
+ result = edgeTri.triId;
+ }
+ }
+
+ return result;
+ }
+ #endif
+
+ static PxU32 findAdjacent(const PxVec3* triVertices, const PxVec3* triNormals, const IndexedTriangle32* triIndices, const PxU32* faceByEdge, PxU32 nbTris, PxU32 i0, PxU32 i1, const PxPlane& plane, PxU32 triangleIndex)
+ {
+ PxU32 result = BOUNDARY;
+ PxReal bestCos = -FLT_MAX;
+
+ for(PxU32 i=0; i<nbTris; i++)
+ {
+ const PxU32 candidateTriIndex = faceByEdge[i];
+ if(triangleIndex==candidateTriIndex)
+ continue;
+
+ const IndexedTriangle32& triIdx = triIndices[candidateTriIndex];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ const PxU32 other = vIdx0 + vIdx1 + vIdx2 - (i0 + i1);
+
+ const PxReal c = plane.n.dot(triNormals[candidateTriIndex]);
+
+ if(plane.distance(triVertices[other]) >= 0 && c > 0.f)
+ return NONCONVEX_FLAG | candidateTriIndex;
+
+ if(c>bestCos)
+ {
+ bestCos = c;
+ result = candidateTriIndex;
+ }
+ }
+
+ return result;
+ }
+
+ static void buildAdjacencies(uint4* triAdjacencies, PxVec3* tempNormalsPerTri_prealloc, const PxVec3* triVertices, const IndexedTriangle32* triIndices, PxU32 nbTris)
+ {
+ #ifdef CHECK_OLD_CODE_VS_NEW_CODE
+ {
+ EdgeTriLookup* edgeLookups = PX_ALLOCATE(EdgeTriLookup, (nbTris * 3), "edgeLookups");
+
+ for (PxU32 i = 0; i < nbTris; i++)
+ {
+ const IndexedTriangle32& triIdx = triIndices[i];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ tempNormalsPerTri_prealloc[i] = (triVertices[vIdx1] - triVertices[vIdx0]).cross(triVertices[vIdx2] - triVertices[vIdx0]).getNormalized();
+
+ edgeLookups[i * 3].edgeId0 = PxMin(vIdx0, vIdx1);
+ edgeLookups[i * 3].edgeId1 = PxMax(vIdx0, vIdx1);
+ edgeLookups[i * 3].triId = i;
+
+ edgeLookups[i * 3 + 1].edgeId0 = PxMin(vIdx1, vIdx2);
+ edgeLookups[i * 3 + 1].edgeId1 = PxMax(vIdx1, vIdx2);
+ edgeLookups[i * 3 + 1].triId = i;
+
+ edgeLookups[i * 3 + 2].edgeId0 = PxMin(vIdx0, vIdx2);
+ edgeLookups[i * 3 + 2].edgeId1 = PxMax(vIdx0, vIdx2);
+ edgeLookups[i * 3 + 2].triId = i;
+ }
+
+ PxSort<EdgeTriLookup>(edgeLookups, PxU32(nbTris * 3));
+
+ for (PxU32 i = 0; i < nbTris; i++)
+ {
+ const IndexedTriangle32& triIdx = triIndices[i];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ const PxPlane triPlane(triVertices[vIdx0], tempNormalsPerTri_prealloc[i]);
+ uint4 triAdjIdx;
+
+ triAdjIdx.x = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx0, vIdx1, triPlane, edgeLookups, i);
+ triAdjIdx.y = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx1, vIdx2, triPlane, edgeLookups, i);
+ triAdjIdx.z = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, nbTris, vIdx2, vIdx0, triPlane, edgeLookups, i);
+ triAdjIdx.w = 0;
+
+ triAdjacencies[i] = triAdjIdx;
+ }
+
+ PX_FREE(edgeLookups);
+ }
+ #endif
+
+ if(1)
+ {
+ EDGELISTCREATE create;
+ create.NbFaces = nbTris;
+ create.DFaces = triIndices->mRef;
+ create.WFaces = NULL;
+ create.FacesToEdges = true;
+ create.EdgesToFaces = true;
+ // PT: important: do NOT set the vertices, it triggers computation of edge flags that we don't need
+ //create.Verts = triVertices;
+ EdgeList edgeList;
+ if(edgeList.init(create))
+ {
+ for(PxU32 i=0; i<nbTris; i++)
+ {
+ const IndexedTriangle32& triIdx = triIndices[i];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ tempNormalsPerTri_prealloc[i] = (triVertices[vIdx1] - triVertices[vIdx0]).cross(triVertices[vIdx2] - triVertices[vIdx0]).getNormalized();
+ }
+
+ const EdgeTriangleData* edgeTriangleData = edgeList.getEdgeTriangles();
+ const EdgeDescData* edgeToTriangle = edgeList.getEdgeToTriangles();
+ const PxU32* faceByEdge = edgeList.getFacesByEdges();
+ PX_ASSERT(edgeList.getNbFaces()==nbTris);
+
+ for(PxU32 i=0; i<nbTris; i++)
+ {
+ const IndexedTriangle32& triIdx = triIndices[i];
+ const PxU32 vIdx0 = triIdx.mRef[0];
+ const PxU32 vIdx1 = triIdx.mRef[1];
+ const PxU32 vIdx2 = triIdx.mRef[2];
+
+ const PxPlane triPlane(triVertices[vIdx0], tempNormalsPerTri_prealloc[i]);
+
+ const EdgeTriangleData& edgeTri = edgeTriangleData[i];
+ const EdgeDescData& edgeData0 = edgeToTriangle[edgeTri.mLink[0] & MSH_EDGE_LINK_MASK];
+ const EdgeDescData& edgeData1 = edgeToTriangle[edgeTri.mLink[1] & MSH_EDGE_LINK_MASK];
+ const EdgeDescData& edgeData2 = edgeToTriangle[edgeTri.mLink[2] & MSH_EDGE_LINK_MASK];
+
+ uint4 triAdjIdx;
+ triAdjIdx.x = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData0.Offset, edgeData0.Count, vIdx0, vIdx1, triPlane, i);
+ triAdjIdx.y = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData1.Offset, edgeData1.Count, vIdx1, vIdx2, triPlane, i);
+ triAdjIdx.z = findAdjacent(triVertices, tempNormalsPerTri_prealloc, triIndices, faceByEdge + edgeData2.Offset, edgeData2.Count, vIdx2, vIdx0, triPlane, i);
+ triAdjIdx.w = 0;
+
+ #ifdef CHECK_OLD_CODE_VS_NEW_CODE
+ PX_ASSERT(triAdjacencies[i].x == triAdjIdx.x);
+ PX_ASSERT(triAdjacencies[i].y == triAdjIdx.y);
+ PX_ASSERT(triAdjacencies[i].z == triAdjIdx.z);
+ #endif
+ triAdjacencies[i] = triAdjIdx;
+ }
+ }
+ }
+ }
+
+ }
+ }
+
+ #endif