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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/ConvexRenderMesh.cpp200
1 files changed, 100 insertions, 100 deletions
diff --git a/samples/SampleBase/renderer/ConvexRenderMesh.cpp b/samples/SampleBase/renderer/ConvexRenderMesh.cpp
index 2c75768..88fa0e6 100644..100755
--- a/samples/SampleBase/renderer/ConvexRenderMesh.cpp
+++ b/samples/SampleBase/renderer/ConvexRenderMesh.cpp
@@ -1,100 +1,100 @@
-// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#include "ConvexRenderMesh.h"
-#include "Renderer.h"
-#include "PxConvexMesh.h"
-
-
-struct Vertex
-{
- PxVec3 position;
- PxVec3 normal;
-};
-
-ConvexRenderMesh::ConvexRenderMesh(const PxConvexMesh* mesh)
-{
- const uint32_t nbPolygons = mesh->getNbPolygons();
- const uint8_t* indexBuffer = mesh->getIndexBuffer();
- const PxVec3* meshVertices = mesh->getVertices();
-
- uint32_t nbVerts = 0;
- uint32_t nbFaces = 0;
-
- for (uint32_t i = 0; i < nbPolygons; i++)
- {
- PxHullPolygon data;
- mesh->getPolygonData(i, data);
- uint32_t nbPolyVerts = data.mNbVerts;
- nbVerts += nbPolyVerts;
- nbFaces += (nbPolyVerts - 2) * 3;
- }
-
- std::vector<Vertex> vertices;
- std::vector<uint16_t> faces;
-
- vertices.resize(nbVerts);
- faces.resize(nbFaces);
-
- uint32_t vertCounter = 0;
- uint32_t facesCounter = 0;
- for (uint32_t i = 0; i < nbPolygons; i++)
- {
- PxHullPolygon data;
- mesh->getPolygonData(i, data);
-
- PxVec3 normal(data.mPlane[0], data.mPlane[1], data.mPlane[2]);
-
- uint32_t vI0 = vertCounter;
- for (uint32_t vI = 0; vI < data.mNbVerts; vI++)
- {
- vertices[vertCounter].position = meshVertices[indexBuffer[data.mIndexBase + vI]];
- vertices[vertCounter].normal = normal;
- vertCounter++;
- }
-
- for (uint32_t vI = 1; vI < uint32_t(data.mNbVerts) - 1; vI++)
- {
- faces[facesCounter++] = uint16_t(vI0);
- faces[facesCounter++] = uint16_t(vI0 + vI + 1);
- faces[facesCounter++] = uint16_t(vI0 + vI);
- }
- }
-
- std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
- layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
- layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
-
- initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(Vertex), layout, faces.data(), nbFaces);
-}
-
-
-ConvexRenderMesh::~ConvexRenderMesh()
-{
-}
-
+// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "ConvexRenderMesh.h"
+#include "Renderer.h"
+#include "PxConvexMesh.h"
+
+
+struct Vertex
+{
+ PxVec3 position;
+ PxVec3 normal;
+};
+
+ConvexRenderMesh::ConvexRenderMesh(const PxConvexMesh* mesh)
+{
+ const uint32_t nbPolygons = mesh->getNbPolygons();
+ const uint8_t* indexBuffer = mesh->getIndexBuffer();
+ const PxVec3* meshVertices = mesh->getVertices();
+
+ uint32_t nbVerts = 0;
+ uint32_t nbFaces = 0;
+
+ for (uint32_t i = 0; i < nbPolygons; i++)
+ {
+ PxHullPolygon data;
+ mesh->getPolygonData(i, data);
+ uint32_t nbPolyVerts = data.mNbVerts;
+ nbVerts += nbPolyVerts;
+ nbFaces += (nbPolyVerts - 2) * 3;
+ }
+
+ std::vector<Vertex> vertices;
+ std::vector<uint16_t> faces;
+
+ vertices.resize(nbVerts);
+ faces.resize(nbFaces);
+
+ uint32_t vertCounter = 0;
+ uint32_t facesCounter = 0;
+ for (uint32_t i = 0; i < nbPolygons; i++)
+ {
+ PxHullPolygon data;
+ mesh->getPolygonData(i, data);
+
+ PxVec3 normal(data.mPlane[0], data.mPlane[1], data.mPlane[2]);
+
+ uint32_t vI0 = vertCounter;
+ for (uint32_t vI = 0; vI < data.mNbVerts; vI++)
+ {
+ vertices[vertCounter].position = meshVertices[indexBuffer[data.mIndexBase + vI]];
+ vertices[vertCounter].normal = normal;
+ vertCounter++;
+ }
+
+ for (uint32_t vI = 1; vI < uint32_t(data.mNbVerts) - 1; vI++)
+ {
+ faces[facesCounter++] = uint16_t(vI0);
+ faces[facesCounter++] = uint16_t(vI0 + vI + 1);
+ faces[facesCounter++] = uint16_t(vI0 + vI);
+ }
+ }
+
+ std::vector<D3D11_INPUT_ELEMENT_DESC> layout;
+ layout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+ layout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 });
+
+ initialize(vertices.data(), (uint32_t)vertices.size(), sizeof(Vertex), layout, faces.data(), nbFaces);
+}
+
+
+ConvexRenderMesh::~ConvexRenderMesh()
+{
+}
+