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/*
* 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 "BlastFamilyBoxes.h"
#include "NvBlastExtPxAsset.h"
#include "NvBlastExtPxActor.h"
#include "BlastAssetBoxes.h"
#include "Renderer.h"
#include "PhysXController.h"
#include "RenderUtils.h"
#include "PxRigidDynamic.h"
using namespace physx;
BlastFamilyBoxes::BlastFamilyBoxes(PhysXController& physXController, ExtPxManager& pxManager, Renderer& renderer, const BlastAssetBoxes& blastAsset, const BlastAsset::ActorDesc& desc)
: BlastFamily(physXController, pxManager, blastAsset), m_renderer(renderer)
{
// prepare renderables
IRenderMesh* boxRenderMesh = renderer.getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
RenderMaterial* primitiveRenderMaterial = physXController.getPrimitiveRenderMaterial();
const ExtPxAsset* pxAsset = m_blastAsset.getPxAsset();
const uint32_t chunkCount = pxAsset->getChunkCount();
const ExtPxChunk* chunks = pxAsset->getChunks();
const ExtPxSubchunk* subChunks = pxAsset->getSubchunks();
m_chunkRenderables.resize(chunkCount);
for (uint32_t i = 0; i < chunkCount; i++)
{
Renderable* renderable = renderer.createRenderable(*boxRenderMesh, *primitiveRenderMaterial);
renderable->setHidden(true);
renderable->setScale(subChunks[chunks[i].firstSubchunkIndex].geometry.scale.scale);
m_chunkRenderables[i] = renderable;
}
// initialize in position
initialize(desc);
}
BlastFamilyBoxes::~BlastFamilyBoxes()
{
for (uint32_t i = 0; i < m_chunkRenderables.size(); i++)
{
m_renderer.removeRenderable(m_chunkRenderables[i]);
}
}
void BlastFamilyBoxes::onActorCreated(const ExtPxActor& actor)
{
DirectX::XMFLOAT4 color = getRandomPastelColor();
const uint32_t* chunkIndices = actor.getChunkIndices();
uint32_t chunkCount = actor.getChunkCount();
for (uint32_t i = 0; i < chunkCount; i++)
{
const uint32_t chunkIndex = chunkIndices[i];
m_chunkRenderables[chunkIndex]->setHidden(false);
m_chunkRenderables[chunkIndex]->setColor(color);
}
}
void BlastFamilyBoxes::onActorUpdate(const ExtPxActor& actor)
{
const ExtPxChunk* chunks = m_blastAsset.getPxAsset()->getChunks();
const ExtPxSubchunk* subChunks = m_blastAsset.getPxAsset()->getSubchunks();
const uint32_t* chunkIndices = actor.getChunkIndices();
uint32_t chunkCount = actor.getChunkCount();
for (uint32_t i = 0; i < chunkCount; i++)
{
const uint32_t chunkIndex = chunkIndices[i];
m_chunkRenderables[chunkIndex]->setTransform(actor.getPhysXActor().getGlobalPose() * subChunks[chunks[chunkIndex].firstSubchunkIndex].transform);
}
}
void BlastFamilyBoxes::onActorDestroyed(const ExtPxActor& actor)
{
const uint32_t* chunkIndices = actor.getChunkIndices();
uint32_t chunkCount = actor.getChunkCount();
for (uint32_t i = 0; i < chunkCount; i++)
{
m_chunkRenderables[chunkIndices[i]]->setHidden(true);
}
}
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