// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2013-2016 NVIDIA Corporation. All rights reserved. #include "maths.h" #include void Extrude(const Vec3* points, int numPoints, std::vector& vertices, std::vector& normals, std::vector& triangles, float radius, int resolution, int smoothing) { if (numPoints < 2) return; Vec3 u, v; Vec3 w = SafeNormalize(Vec3(points[1]) - Vec3(points[0]), Vec3(0.0f, 1.0f, 0.0f)); BasisFromVector(w, &u, &v); Matrix44 frame; frame.SetCol(0, Vec4(u.x, u.y, u.z, 0.0f)); frame.SetCol(1, Vec4(v.x, v.y, v.z, 0.0f)); frame.SetCol(2, Vec4(w.x, w.y, w.z, 0.0f)); frame.SetCol(3, Vec4(0.0f, 0.0f, 0.0f, 1.0f)); for (int i = 0; i < numPoints - 1; ++i) { Vec3 next; if (i < numPoints - 1) next = Normalize(Vec3(points[i + 1]) - Vec3(points[i - 1])); else next = Normalize(Vec3(points[i]) - Vec3(points[i - 1])); int a = Max(i - 1, 0); int b = i; int c = Min(i + 1, numPoints - 1); int d = Min(i + 2, numPoints - 1); Vec3 p1 = Vec3(points[b]); Vec3 p2 = Vec3(points[c]); Vec3 m1 = 0.5f*(Vec3(points[c]) - Vec3(points[a])); Vec3 m2 = 0.5f*(Vec3(points[d]) - Vec3(points[b])); // ensure last segment handled correctly int segments = (i < numPoints - 2) ? smoothing : smoothing + 1; for (int s = 0; s < segments; ++s) { Vec3 pos = HermiteInterpolate(p1, p2, m1, m2, s / float(smoothing)); Vec3 dir = Normalize(HermiteTangent(p1, p2, m1, m2, s / float(smoothing))); Vec3 cur = frame.GetAxis(2); const float angle = acosf(Dot(cur, dir)); // if parallel then don't need to do anything if (fabsf(angle) > 0.001f) frame = RotationMatrix(angle, SafeNormalize(Cross(cur, dir)))*frame; size_t startIndex = vertices.size(); for (int c = 0; c < resolution; ++c) { float angle = k2Pi / resolution; // transform position and normal to world space Vec4 v = frame*Vec4(cosf(angle*c), sinf(angle*c), 0.0f, 0.0f); vertices.push_back(Vec3(v)*radius + pos); normals.push_back(Vec3(v)); } // output triangles if (startIndex != 0) { for (int i = 0; i < resolution; ++i) { int curIndex = static_cast(startIndex + i); int nextIndex = static_cast(startIndex + (i + 1) % resolution); triangles.push_back(curIndex); triangles.push_back(curIndex - resolution); triangles.push_back(nextIndex - resolution); triangles.push_back(nextIndex - resolution); triangles.push_back(nextIndex); triangles.push_back(curIndex); } } } } }