// 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) 2008-2020 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 vertices; std::vector 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 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() { }