mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
225 lines
6.4 KiB
C++
225 lines
6.4 KiB
C++
/*
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NvSplitMesh.cpp : A code snippet to split a mesh into two seperate meshes based on a slicing plane.
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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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#define SHOW_DEBUG 0
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#if SHOW_DEBUG
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#include "RenderDebug.h"
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#endif
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#include "NvSplitMesh.h"
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#include "NvFloatMath.h"
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#include "NvHashMap.h"
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#pragma warning(disable:4100)
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namespace CONVEX_DECOMPOSITION
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{
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typedef Array< NxU32 > NxU32Array;
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class SplitMesh : public iSplitMesh, public Memalloc
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{
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public:
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SplitMesh(void)
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{
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mLeftVertices = 0;
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mRightVertices = 0;
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}
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~SplitMesh(void)
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{
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reset();
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}
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void reset(void)
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{
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if ( mLeftVertices )
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{
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fm_releaseVertexIndex(mLeftVertices);
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mLeftVertices = 0;
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}
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if ( mRightVertices )
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{
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fm_releaseVertexIndex(mRightVertices);
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mRightVertices = 0;
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}
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mLeftIndices.clear();
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mRightIndices.clear();
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}
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virtual void splitMesh(const NvSplitMesh &source,NvSplitMesh &leftMesh,NvSplitMesh &rightMesh,const NxF32 *planeEquation,NxF32 precision)
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{
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reset();
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mLeftVertices = fm_createVertexIndex(precision,false);
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mRightVertices = fm_createVertexIndex(precision,false);
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for (NxU32 i=0; i<source.mTcount; i++)
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{
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NxU32 i1 = source.mIndices[i*3+0];
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NxU32 i2 = source.mIndices[i*3+1];
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NxU32 i3 = source.mIndices[i*3+2];
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const NxF32 *p1 = &source.mVertices[i1*3];
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const NxF32 *p2 = &source.mVertices[i2*3];
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const NxF32 *p3 = &source.mVertices[i3*3];
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NxF32 source_tri[3*3];
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source_tri[0] = p1[0];
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source_tri[1] = p1[1];
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source_tri[2] = p1[2];
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source_tri[3] = p2[0];
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source_tri[4] = p2[1];
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source_tri[5] = p2[2];
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source_tri[6] = p3[0];
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source_tri[7] = p3[1];
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source_tri[8] = p3[2];
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NxF32 front_tri[3*5];
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NxF32 back_tri[3*5];
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NxU32 fcount,bcount;
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fm_planeTriIntersection(planeEquation,source_tri,sizeof(NxF32)*3,0.000001f,front_tri,fcount,back_tri,bcount);
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bool newPos;
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if ( fcount )
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{
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NxU32 i1,i2,i3,i4;
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i1 = mLeftVertices->getIndex( &front_tri[0],newPos );
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i2 = mLeftVertices->getIndex( &front_tri[3],newPos );
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i3 = mLeftVertices->getIndex( &front_tri[6],newPos );
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mLeftIndices.pushBack(i1);
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mLeftIndices.pushBack(i2);
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mLeftIndices.pushBack(i3);
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#if SHOW_DEBUG
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NVSHARE::gRenderDebug->setCurrentColor(0xFFFFFF);
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NVSHARE::gRenderDebug->DebugTri(&front_tri[0],&front_tri[3],&front_tri[6]);
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#endif
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if ( fcount == 4 )
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{
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i4 = mLeftVertices->getIndex( &front_tri[9],newPos );
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mLeftIndices.pushBack(i1);
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mLeftIndices.pushBack(i3);
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mLeftIndices.pushBack(i4);
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#if SHOW_DEBUG
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NVSHARE::gRenderDebug->setCurrentColor(0xFFFF00);
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NVSHARE::gRenderDebug->DebugTri(&front_tri[0],&front_tri[6],&front_tri[9]);
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#endif
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}
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}
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if ( bcount )
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{
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NxU32 i1,i2,i3,i4;
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i1 = mRightVertices->getIndex( &back_tri[0],newPos );
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i2 = mRightVertices->getIndex( &back_tri[3],newPos );
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i3 = mRightVertices->getIndex( &back_tri[6],newPos );
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mRightIndices.pushBack(i1);
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mRightIndices.pushBack(i2);
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mRightIndices.pushBack(i3);
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#if SHOW_DEBUG
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NVSHARE::gRenderDebug->setCurrentColor(0xFF8080);
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NVSHARE::gRenderDebug->DebugTri(&back_tri[0],&back_tri[3],&back_tri[6]);
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#endif
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if ( bcount == 4 )
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{
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i4 = mRightVertices->getIndex( &back_tri[9],newPos );
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mRightIndices.pushBack(i1);
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mRightIndices.pushBack(i3);
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mRightIndices.pushBack(i4);
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#if SHOW_DEBUG
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NVSHARE::gRenderDebug->setCurrentColor(0x00FF00);
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NVSHARE::gRenderDebug->DebugTri(&back_tri[0],&back_tri[6],&back_tri[9]);
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#endif
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}
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}
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}
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leftMesh.mVcount = mLeftVertices->getVcount();
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leftMesh.mVertices = mLeftVertices->getVerticesFloat();
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leftMesh.mTcount = mLeftIndices.size()/3;
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leftMesh.mIndices = &mLeftIndices[0];
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rightMesh.mVcount = mRightVertices->getVcount();
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rightMesh.mVertices = mRightVertices->getVerticesFloat();
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rightMesh.mTcount = mRightIndices.size()/3;
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rightMesh.mIndices = &mRightIndices[0];
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}
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fm_VertexIndex *mLeftVertices;
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fm_VertexIndex *mRightVertices;
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NxU32Array mLeftIndices;
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NxU32Array mRightIndices;
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};
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iSplitMesh *createSplitMesh(void)
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{
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SplitMesh *sm = MEMALLOC_NEW(SplitMesh);
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return static_cast< iSplitMesh *>(sm);
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}
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void releaseSplitMesh(iSplitMesh *splitMesh)
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{
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SplitMesh *sm = static_cast< SplitMesh *>(splitMesh);
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delete sm;
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}
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}; // end of namespace
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