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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
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| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /samples/SampleBase/blast/BlastAssetBoxes.cpp | |
| parent | first commit (diff) | |
| download | archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz archived-blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip | |
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'samples/SampleBase/blast/BlastAssetBoxes.cpp')
| -rw-r--r-- | samples/SampleBase/blast/BlastAssetBoxes.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/samples/SampleBase/blast/BlastAssetBoxes.cpp b/samples/SampleBase/blast/BlastAssetBoxes.cpp new file mode 100644 index 0000000..dfa0138 --- /dev/null +++ b/samples/SampleBase/blast/BlastAssetBoxes.cpp @@ -0,0 +1,84 @@ +/* +* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, 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. +*/ + +#include "BlastAssetBoxes.h" +#include "BlastFamilyBoxes.h" +#include "NvBlastExtPxAsset.h" +#include "PxPhysics.h" +#include "cooking/PxCooking.h" + + +BlastAssetBoxes::BlastAssetBoxes(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const Desc& desc) + : BlastAsset(renderer) +{ + // generate boxes slices procedurally + CubeAssetGenerator::generate(m_generatorAsset, desc.generatorSettings); + + // asset desc / tk asset + ExtPxAssetDesc assetDesc; + assetDesc.chunkDescs = &m_generatorAsset.solverChunks[0]; + assetDesc.chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); + assetDesc.bondDescs = m_generatorAsset.solverBonds.size() > 0 ? &m_generatorAsset.solverBonds[0] : nullptr; + assetDesc.bondCount = (uint32_t)m_generatorAsset.solverBonds.size(); + std::vector<uint8_t> bondFlags(assetDesc.bondCount); + std::fill(bondFlags.begin(), bondFlags.end(), desc.jointAllBonds ? 1 : 0); + assetDesc.bondFlags = bondFlags.data(); + + // box convex + PxVec3 vertices[8] = { { -1, -1, -1 }, { -1, -1, 1 }, { -1, 1, -1 }, { -1, 1, 1 }, { 1, -1, -1 }, { 1, -1, 1 }, { 1, 1, -1 }, { 1, 1, 1 } }; + PxConvexMeshDesc convexMeshDesc; + convexMeshDesc.points.count = 8; + convexMeshDesc.points.data = vertices; + convexMeshDesc.points.stride = sizeof(PxVec3); + convexMeshDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; + m_boxMesh = cooking.createConvexMesh(convexMeshDesc, physics.getPhysicsInsertionCallback()); + + // prepare chunks + const uint32_t chunkCount = (uint32_t)m_generatorAsset.solverChunks.size(); + std::vector<ExtPxAssetDesc::ChunkDesc> pxChunks(chunkCount); + std::vector<ExtPxAssetDesc::SubchunkDesc> pxSubchunks; + pxSubchunks.reserve(chunkCount); + for (uint32_t i = 0; i < m_generatorAsset.solverChunks.size(); i++) + { + uint32_t chunkID = m_generatorAsset.solverChunks[i].userData; + GeneratorAsset::BlastChunkCube& cube = m_generatorAsset.chunks[chunkID]; + PxVec3 position = *reinterpret_cast<PxVec3*>(&cube.position); + PxVec3 extents = *reinterpret_cast<PxVec3*>(&cube.extents); + ExtPxAssetDesc::ChunkDesc& chunk = pxChunks[chunkID]; + ExtPxAssetDesc::SubchunkDesc subchunk = + { + PxTransform(position), + PxConvexMeshGeometry(m_boxMesh, PxMeshScale(extents / 2)) + }; + pxSubchunks.push_back(subchunk); + chunk.subchunks = &pxSubchunks.back(); + chunk.subchunkCount = 1; + chunk.isStatic = (position.y - (extents.y - desc.generatorSettings.extents.y) / 2) <= desc.staticHeight; + } + + // create asset + assetDesc.pxChunks = pxChunks.data(); + m_pxAsset = ExtPxAsset::create(assetDesc, framework); + + validate(); +} + + +BlastAssetBoxes::~BlastAssetBoxes() +{ + m_boxMesh->release(); + m_pxAsset->release(); +} + + +BlastFamilyPtr BlastAssetBoxes::createFamily(PhysXController& physXConroller, ExtPxManager& pxManager, const ActorDesc& desc) +{ + return BlastFamilyPtr(new BlastFamilyBoxes(physXConroller, pxManager, m_renderer, *this, desc)); +} |