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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/shared/external/include/SampleTriMeshActor.h | |
| download | physx-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/shared/external/include/SampleTriMeshActor.h')
| -rw-r--r-- | APEX_1.4/shared/external/include/SampleTriMeshActor.h | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/APEX_1.4/shared/external/include/SampleTriMeshActor.h b/APEX_1.4/shared/external/include/SampleTriMeshActor.h new file mode 100644 index 00000000..c18772cd --- /dev/null +++ b/APEX_1.4/shared/external/include/SampleTriMeshActor.h @@ -0,0 +1,264 @@ +/* + * 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. + */ + +#ifndef __SAMPLE_TRI_MESH_ACTOR_H__ +#define __SAMPLE_TRI_MESH_ACTOR_H__ + +#include "SampleShapeActor.h" +#include "RendererMeshShape.h" +#include "PsMemoryBuffer.h" +#include "PsArray.h" +#include "PxStreamFromFileBuf.h" +#include "ApexSDK.h" + +#include "cooking/PxCooking.h" +#include "cooking/PxConvexMeshDesc.h" +#include "geometry/PxConvexMeshGeometry.h" + +#include "geometry/PxTriangleMesh.h" +#include "cooking/PxTriangleMeshDesc.h" +#include "geometry/PxTriangleMeshGeometry.h" + +#include "PxRigidDynamic.h" +#include "PxRigidStatic.h" +#include "extensions/PxExtensionsAPI.h" + + + +namespace physx +{ +class PxMaterial; +} + +#include "RenderDebugInterface.h" +#include <Renderer.h> +#include <RendererMeshContext.h> + +//typedef physx::PxConvexMesh ConvexMesh; +typedef physx::PxTriangleMesh TriMesh; + +class SampleTriMeshActor : public SampleShapeActor +{ +public: + + SampleTriMeshActor(SampleRenderer::Renderer* renderer, + SampleFramework::SampleMaterialAsset& material, + physx::PxScene& physxScene, + physx::PxCooking& cooking, + const physx::PxVec3* verts, + const uint32_t nbVerts, + const uint32_t* indices, + const uint32_t nbIndices, + float* uvs, + const physx::PxVec3& pos, + const physx::PxVec3& vel, + float density, + physx::PxMaterial* PxMaterial, + bool useGroupsMask, + nvidia::apex::RenderDebugInterface* rdebug = NULL) + : SampleShapeActor(rdebug) + , mVerts(NULL) + , mNormals(NULL) + , mUvs(NULL) + , mFaces(NULL) + , mNbVerts(0) + , mNbFaces(0) + , mTriMesh(NULL) + , mRendererMeshShape(NULL) + { + mRenderer = renderer; + + createActor(physxScene, cooking, verts, nbVerts, indices, nbIndices, pos, vel, density, PxMaterial, useGroupsMask); + + const bool has16BitIndices = (mTriMesh->getTriangleMeshFlags() & physx::PxTriangleMeshFlag::e16_BIT_INDICES); + + const uint32_t nbTris = mTriMesh->getNbTriangles(); + const uint32_t* indexBuffer = (uint32_t*) (has16BitIndices ? NULL : mTriMesh->getTriangles()); + const uint16_t* indexBuffer16 = (uint16_t*) (has16BitIndices ? mTriMesh->getTriangles() : NULL); + const physx::PxVec3* vertices = mTriMesh->getVertices(); + + mNbVerts = 3*nbTris; + mNbFaces = 3*nbTris; + + mVerts = new physx::PxVec3[mNbVerts]; + mNormals = new physx::PxVec3[mNbVerts]; + mFaces = new uint16_t[mNbFaces]; + if (uvs != NULL) + { + mUvs = new float[mNbVerts * 2]; + } + + if(indexBuffer) + { + for (uint32_t i = 0; i < nbTris; i++) + { + const physx::PxVec3& A( vertices[indexBuffer[3*i+0]] ); + const physx::PxVec3& B( vertices[indexBuffer[3*i+1]] ); + const physx::PxVec3& C( vertices[indexBuffer[3*i+2]] ); + + physx::PxVec3 a(B-A),b(C-A); + physx::PxVec3 normal = a.cross(b); + normal.normalize(); + + mVerts[3*i+0] = A; + mVerts[3*i+1] = C; + mVerts[3*i+2] = B; + mNormals[3*i+0] = normal; + mNormals[3*i+1] = normal; + mNormals[3*i+2] = normal; + mFaces[3*i+0] = uint16_t(3*i+0); + mFaces[3*i+1] = uint16_t(3*i+1); + mFaces[3*i+2] = uint16_t(3*i+2); + } + } + else if(indexBuffer16) + { + for (uint32_t i = 0; i < nbTris; i++) + { + const physx::PxVec3& A( verts[indices[3*i+0]] ); + const physx::PxVec3& B( verts[indices[3*i+1]] ); + const physx::PxVec3& C( verts[indices[3*i+2]] ); + + physx::PxVec3 a(B-A),b(C-A); + physx::PxVec3 normal = a.cross(b); + normal.normalize(); + + mVerts[3*i+0] = A; + mVerts[3*i+1] = C; + mVerts[3*i+2] = B; + if (uvs != NULL) + { + mUvs[6*i+0] = uvs[2*indices[3*i+0]]; + mUvs[6*i+1] = uvs[2*indices[3*i+0] + 1]; + mUvs[6*i+2] = uvs[2*indices[3*i+2]]; + mUvs[6*i+3] = uvs[2*indices[3*i+2] + 1]; + mUvs[6*i+4] = uvs[2*indices[3*i+1]]; + mUvs[6*i+5] = uvs[2*indices[3*i+1] + 1]; + } + mNormals[3*i+0] = normal; + mNormals[3*i+1] = normal; + mNormals[3*i+2] = normal; + mFaces[3*i+0] = uint16_t(3*i+0); + mFaces[3*i+1] = uint16_t(3*i+1); + mFaces[3*i+2] = uint16_t(3*i+2); + } + } + else + { + PX_ASSERT(0 && "Invalid Index Data"); + } + + mRendererMeshShape = new SampleRenderer::RendererMeshShape(*mRenderer, mVerts, mNbVerts, mNormals, mUvs, mFaces, mNbFaces / 3); + + mRendererMeshContext.material = material.getMaterial(); + mRendererMeshContext.materialInstance = material.getMaterialInstance(); + mRendererMeshContext.mesh = mRendererMeshShape->getMesh(); + mRendererMeshContext.transform = &mTransform; + + if (RENDER_DEBUG_IFACE(rdebug)) + { + mBlockId = RENDER_DEBUG_IFACE(rdebug)->beginDrawGroup(mTransform); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::SolidShaded); + static uint32_t bcount /* = 0 */; + RENDER_DEBUG_IFACE(rdebug)->setCurrentColor(0xFFFFFF); + RENDER_DEBUG_IFACE(rdebug)->setCurrentTextScale(0.5f); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CenterText); + RENDER_DEBUG_IFACE(rdebug)->addToCurrentState(RENDER_DEBUG::DebugRenderState::CameraFacing); + RENDER_DEBUG_IFACE(rdebug)->debugText(physx::PxVec3(0, 1.0f + 0.01f, 0), "Sample Triangle Mesh:%d", bcount++); + RENDER_DEBUG_IFACE(rdebug)->endDrawGroup(); + } + } + + virtual ~SampleTriMeshActor() + { + if (mRendererMeshShape) + { + delete[] mVerts; + delete[] mNormals; + + delete mRendererMeshShape; + mRendererMeshShape = NULL; + } + } + +private: + + void createActor(physx::PxScene& physxScene, + physx::PxCooking& cooking, + const physx::PxVec3* verts, + const uint32_t nbVerts, + const uint32_t* indices, + const uint32_t nbIndices, + const physx::PxVec3& pos, + const physx::PxVec3& vel, + float density, + physx::PxMaterial* PxMaterial, + bool useGroupsMask) + { + if (!PxMaterial) + { + physxScene.getPhysics().getMaterials(&PxMaterial, 1); + } + + mTransform = physx::PxMat44(physx::PxIdentity); + mTransform.setPosition(pos); + + physx::PxRigidActor* actor = NULL; + actor = physxScene.getPhysics().createRigidStatic(physx::PxTransform(mTransform)); + + physx::PxTriangleMeshDesc triMeshDesc; + triMeshDesc.points.count = nbVerts; + triMeshDesc.points.data = verts; + triMeshDesc.points.stride = sizeof(physx::PxVec3); + triMeshDesc.triangles.count = nbIndices/3; + triMeshDesc.triangles.data = indices; + triMeshDesc.triangles.stride = 3*sizeof(uint32_t); + + physx::PsMemoryBuffer stream; + stream.setEndianMode(physx::PxFileBuf::ENDIAN_NONE); + nvidia::apex::PxStreamFromFileBuf nvs(stream); + + if (cooking.cookTriangleMesh(triMeshDesc, nvs)) + { + mTriMesh = physxScene.getPhysics().createTriangleMesh(nvs); + PX_ASSERT(mTriMesh); + } + + physx::PxTriangleMeshGeometry triMeshGeom(mTriMesh); + physx::PxShape* shape = actor->createShape(triMeshGeom, *PxMaterial); + PX_ASSERT(shape); + if (shape && useGroupsMask) + { + shape->setSimulationFilterData(physx::PxFilterData(1, 0, ~0u, 0)); + shape->setQueryFilterData(physx::PxFilterData(1, 0, ~0u, 0)); + } + { + physxScene.lockWrite(__FILE__, __LINE__); + physxScene.addActor(*actor); + physxScene.unlockWrite(); + } + mPhysxActor = actor; + } + +private: + physx::PxVec3* mVerts; + physx::PxVec3* mNormals; + float* mUvs; + uint16_t* mFaces; + + uint32_t mNbVerts; + uint32_t mNbFaces; + + TriMesh* mTriMesh; + + SampleRenderer::RendererMeshShape* mRendererMeshShape; +}; + +#endif |