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https://github.com/TorqueGameEngines/Torque3D.git
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112 lines
4.6 KiB
C++
112 lines
4.6 KiB
C++
#ifndef CONVEX_DECOMPOSITION_H
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#define CONVEX_DECOMPOSITION_H
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/*
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NvConvexDecomposition.h : The main interface to the convex decomposition library.
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*/
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/*!
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**
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** Copyright (c) 2009 by John W. Ratcliff mailto:jratcliffscarab@gmail.com
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**
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** Portions of this source has been released with the PhysXViewer application, as well as
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** Rocket, CreateDynamics, ODF, and as a number of sample code snippets.
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**
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** If you find this code useful or you are feeling particularily generous I would
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** ask that you please go to http://www.amillionpixels.us and make a donation
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** to Troy DeMolay.
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**
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** DeMolay is a youth group for young men between the ages of 12 and 21.
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** It teaches strong moral principles, as well as leadership skills and
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** public speaking. The donations page uses the 'pay for pixels' paradigm
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** where, in this case, a pixel is only a single penny. Donations can be
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** made for as small as $4 or as high as a $100 block. Each person who donates
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** will get a link to their own site as well as acknowledgement on the
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** donations blog located here http://www.amillionpixels.blogspot.com/
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**
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** If you wish to contact me you can use the following methods:
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**
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** Skype ID: jratcliff63367
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** Yahoo: jratcliff63367
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** AOL: jratcliff1961
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** email: jratcliffscarab@gmail.com
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**
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**
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** The MIT license:
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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** copies of the Software, and to permit persons to whom the Software is furnished
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** to do so, subject to the following conditions:
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**
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** The above copyright notice and this permission notice shall be included in all
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** copies or substantial portions of the Software.
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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** WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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** CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "NvSimpleTypes.h"
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namespace CONVEX_DECOMPOSITION
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{
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struct ConvexHullResult
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{
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NxU32 mVcount; // number of vertices.
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NxF32 *mVertices; // vertex positions.
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NxU32 mTcount; // number of triangles.
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NxU32 *mIndices; // indexed triangle list.
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};
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class iConvexDecomposition
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{
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public:
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virtual void reset(void) = 0; // reset the input mesh data.
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virtual bool addTriangle(const NxF32 *p1,const NxF32 *p2,const NxF32 *p3) = 0; // add the input mesh one triangle at a time.
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virtual NxU32 computeConvexDecomposition(NxF32 skinWidth=0, // Skin width on the convex hulls generated
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NxU32 decompositionDepth=8, // recursion depth for convex decomposition.
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NxU32 maxHullVertices=64, // maximum number of vertices in output convex hulls.
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NxF32 concavityThresholdPercent=0.1f, // The percentage of concavity allowed without causing a split to occur.
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NxF32 mergeThresholdPercent=30.0f, // The percentage of volume difference allowed to merge two convex hulls.
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NxF32 volumeSplitThresholdPercent=0.1f, // The percentage of the total volume of the object above which splits will still occur.
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bool useInitialIslandGeneration=true, // whether or not to perform initial island generation on the input mesh.
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bool useIslandGeneration=false, // Whether or not to perform island generation at each split. Currently disabled due to bug in RemoveTjunctions
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bool useBackgroundThread=true) = 0; // Whether or not to compute the convex decomposition in a background thread, the default is true.
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virtual bool isComputeComplete(void) = 0; // if building the convex hulls in a background thread, this returns true if it is complete.
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virtual bool cancelCompute(void) = 0; // cause background thread computation to abort early. Will return no results. Use 'isComputeComplete' to confirm the thread is done.
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virtual NxU32 getHullCount(void) = 0; // returns the number of convex hulls produced.
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virtual bool getConvexHullResult(NxU32 hullIndex,ConvexHullResult &result) = 0; // returns each convex hull result.
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protected:
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virtual ~iConvexDecomposition(void)
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{
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}
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};
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iConvexDecomposition * createConvexDecomposition(void);
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void releaseConvexDecomposition(iConvexDecomposition *ic);
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}; // end of namespace
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#endif
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