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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/module/destructible/fracture/Mesh.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/module/destructible/fracture/Mesh.cpp')
-rw-r--r--APEX_1.4/module/destructible/fracture/Mesh.cpp125
1 files changed, 125 insertions, 0 deletions
diff --git a/APEX_1.4/module/destructible/fracture/Mesh.cpp b/APEX_1.4/module/destructible/fracture/Mesh.cpp
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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 "RTdef.h"
+#if RT_COMPILE
+#include <RenderMeshAsset.h>
+
+#include "Mesh.h"
+
+namespace nvidia
+{
+namespace fracture
+{
+
+void Mesh::gatherPartMesh(Array<PxVec3>& vertices,
+ nvidia::Array<uint32_t>& indices,
+ nvidia::Array<PxVec3>& normals,
+ nvidia::Array<PxVec2>& texcoords,
+ nvidia::Array<SubMesh>& subMeshes,
+ const RenderMeshAsset& renderMeshAsset,
+ uint32_t partIndex)
+
+{
+ if (partIndex >= renderMeshAsset.getPartCount())
+ {
+ vertices.resize(0);
+ indices.resize(0);
+ normals.resize(0);
+ texcoords.resize(0);
+ subMeshes.resize(0);
+ return;
+ }
+
+ subMeshes.resize(renderMeshAsset.getSubmeshCount());
+
+ // Pre-count vertices and indices so we can allocate once
+ uint32_t vertexCount = 0;
+ uint32_t indexCount = 0;
+ for (uint32_t submeshIndex = 0; submeshIndex < renderMeshAsset.getSubmeshCount(); ++submeshIndex)
+ {
+ const RenderSubmesh& submesh = renderMeshAsset.getSubmesh(submeshIndex);
+ vertexCount += submesh.getVertexCount(partIndex);
+ indexCount += submesh.getIndexCount(partIndex);
+ }
+
+ vertices.resize(vertexCount);
+ normals.resize(vertexCount);
+ texcoords.resize(vertexCount);
+ indices.resize(indexCount);
+
+ vertexCount = 0;
+ indexCount = 0;
+ for (uint32_t submeshIndex = 0; submeshIndex < renderMeshAsset.getSubmeshCount(); ++submeshIndex)
+ {
+ const RenderSubmesh& submesh = renderMeshAsset.getSubmesh(submeshIndex);
+ const uint32_t submeshVertexCount = submesh.getVertexCount(partIndex);
+ if (submeshVertexCount > 0)
+ {
+ const VertexBuffer& vertexBuffer = submesh.getVertexBuffer();
+ const VertexFormat& vertexFormat = vertexBuffer.getFormat();
+
+ enum { MESH_SEMANTIC_COUNT = 3 };
+ struct {
+ RenderVertexSemantic::Enum semantic;
+ RenderDataFormat::Enum format;
+ uint32_t sizeInBytes;
+ void* dstBuffer;
+ } semanticData[MESH_SEMANTIC_COUNT] = {
+ { RenderVertexSemantic::POSITION, RenderDataFormat::FLOAT3, sizeof(PxVec3), &vertices[vertexCount] },
+ { RenderVertexSemantic::NORMAL, RenderDataFormat::FLOAT3, sizeof(PxVec3), &normals[vertexCount] },
+ { RenderVertexSemantic::TEXCOORD0, RenderDataFormat::FLOAT2, sizeof(PxVec2), &texcoords[vertexCount] }
+ };
+
+ for (uint32_t i = 0; i < MESH_SEMANTIC_COUNT; ++i)
+ {
+ const int32_t bufferIndex = vertexFormat.getBufferIndexFromID(vertexFormat.getSemanticID(semanticData[i].semantic));
+ if (bufferIndex >= 0)
+ vertexBuffer.getBufferData(semanticData[i].dstBuffer,
+ semanticData[i].format,
+ semanticData[i].sizeInBytes,
+ (uint32_t)bufferIndex,
+ submesh.getFirstVertexIndex(partIndex),
+ submesh.getVertexCount(partIndex));
+ else
+ memset(semanticData[i].dstBuffer, 0, submesh.getVertexCount(partIndex)*semanticData[i].sizeInBytes);
+ }
+
+ /*
+ const uint32_t firstVertexIndex = submesh.getFirstVertexIndex(partIndex);
+ fillBuffer<PxVec3>(vertexBuffer, vertexFormat, RenderVertexSemantic::POSITION, RenderDataFormat::FLOAT3,
+ firstVertexIndex, submeshVertexCount, &vertices[vertexCount]);
+ fillBuffer<PxVec3>(vertexBuffer, vertexFormat, RenderVertexSemantic::NORMAL, RenderDataFormat::FLOAT3,
+ firstVertexIndex, submeshVertexCount, &normals[vertexCount]);
+ fillBuffer<PxVec2>(vertexBuffer, vertexFormat, RenderVertexSemantic::TEXCOORD0, RenderDataFormat::FLOAT2,
+ firstVertexIndex, submeshVertexCount, &texcoords[vertexCount]);*/
+
+ const uint32_t* partIndexBuffer = submesh.getIndexBuffer(partIndex);
+ const uint32_t partIndexCount = submesh.getIndexCount(partIndex);
+ subMeshes[submeshIndex].firstIndex = (int32_t)partIndexCount;
+ for (uint32_t indexNum = 0; indexNum < partIndexCount; ++indexNum)
+ {
+ indices[indexCount++] = partIndexBuffer[indexNum] + vertexCount - submesh.getFirstVertexIndex(partIndex);
+ }
+ vertexCount += submeshVertexCount;
+ }
+ }
+}
+
+
+void Mesh::loadFromRenderMesh(const RenderMeshAsset& mesh, uint32_t partIndex)
+{
+ gatherPartMesh(mVertices, mIndices, mNormals, mTexCoords, mSubMeshes, mesh, partIndex);
+}
+
+}
+}
+#endif \ No newline at end of file