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/*
* Copyright (c) 2008-2017, 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.
*/
#if 0
#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()
{
}
#endif
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