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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 /KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp | |
| 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 'KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp')
| -rw-r--r-- | KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp | 214 |
1 files changed, 214 insertions, 0 deletions
diff --git a/KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp b/KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp new file mode 100644 index 00000000..25c81d82 --- /dev/null +++ b/KaplaDemo/samples/sampleViewer3/SceneVehicleCooking.cpp @@ -0,0 +1,214 @@ +// 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) 2008-2014 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + +#include "SceneVehicleCooking.h" +#include "PxTkStream.h" +#include "extensions/PxDefaultStreams.h" +#include "glmesh.h" +#include "RawLoader.h" + +using namespace physx; + +PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking) +{ + // Create descriptor for convex mesh + PxConvexMeshDesc convexDesc; + convexDesc.points.count = numVerts; + convexDesc.points.stride = sizeof(PxVec3); + convexDesc.points.data = verts; + convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; + + PxConvexMesh* convexMesh = NULL; + PxDefaultMemoryOutputStream buf; + if (cooking.cookConvexMesh(convexDesc, buf)) + { + PxDefaultMemoryInputData id(buf.getData(), buf.getSize()); + convexMesh = physics.createConvexMesh(id); + } + + return convexMesh; +} + +PxConvexMesh* createCuboidConvexMesh(const PxVec3& halfExtents, PxPhysics& physics, PxCooking& cooking) +{ + PxVec3 verts[8] = + { + PxVec3(-halfExtents.x, -halfExtents.y, -halfExtents.z), + PxVec3(-halfExtents.x, -halfExtents.y, +halfExtents.z), + PxVec3(-halfExtents.x, +halfExtents.y, -halfExtents.z), + PxVec3(-halfExtents.x, +halfExtents.y, +halfExtents.z), + PxVec3(+halfExtents.x, -halfExtents.y, -halfExtents.z), + PxVec3(+halfExtents.x, -halfExtents.y, +halfExtents.z), + PxVec3(+halfExtents.x, +halfExtents.y, -halfExtents.z), + PxVec3(+halfExtents.x, +halfExtents.y, +halfExtents.z) + }; + PxU32 numVerts = 8; + + return createConvexMesh(verts, numVerts, physics, cooking); +} + +PxConvexMesh* createWedgeConvexMesh(const PxVec3& halfExtents, PxPhysics& physics, PxCooking& cooking) +{ + PxVec3 verts[6] = + { + PxVec3(-halfExtents.x, -halfExtents.y, -halfExtents.z), + PxVec3(-halfExtents.x, -halfExtents.y, +halfExtents.z), + PxVec3(-halfExtents.x, +halfExtents.y, -halfExtents.z), + PxVec3(+halfExtents.x, -halfExtents.y, -halfExtents.z), + PxVec3(+halfExtents.x, -halfExtents.y, +halfExtents.z), + PxVec3(+halfExtents.x, +halfExtents.y, -halfExtents.z) + }; + PxU32 numVerts = 6; + + return createConvexMesh(verts, numVerts, physics, cooking); +} + +PxConvexMesh* createCylinderConvexMesh(const PxF32 width, const PxF32 radius, const PxU32 numCirclePoints, PxPhysics& physics, PxCooking& cooking) +{ +#define MAX_NUM_VERTS_IN_CIRCLE 16 + PX_ASSERT(numCirclePoints<MAX_NUM_VERTS_IN_CIRCLE); + PxVec3 verts[2 * MAX_NUM_VERTS_IN_CIRCLE]; + PxU32 numVerts = 2 * numCirclePoints; + const PxF32 dtheta = 2 * PxPi / (1.0f*numCirclePoints); + for (PxU32 i = 0; i<MAX_NUM_VERTS_IN_CIRCLE; i++) + { + const PxF32 theta = dtheta*i; + const PxF32 cosTheta = radius*PxCos(theta); + const PxF32 sinTheta = radius*PxSin(theta); + verts[2 * i + 0] = PxVec3(-0.5f*width, cosTheta, sinTheta); + verts[2 * i + 1] = PxVec3(+0.5f*width, cosTheta, sinTheta); + } + + return createConvexMesh(verts, numVerts, physics, cooking); +} + +PxConvexMesh* createSquashedCuboidMesh(const PxF32 baseLength, const PxF32 baseDepth, const PxF32 height1, const PxF32 height2, PxPhysics& physics, PxCooking& cooking) +{ + const PxF32 x = baseLength*0.5f; + const PxF32 z = baseDepth*0.5f; + PxVec3 verts[8] = + { + PxVec3(-x, -0.5f*height1, -z), + PxVec3(-x, -0.5f*height1, +z), + PxVec3(+x, -0.5f*height1, -z), + PxVec3(+x, -0.5f*height1, +z), + PxVec3(-x, -0.5f*height1 + height2, -z), + PxVec3(-x, +0.5f*height1, +z), + PxVec3(+x, -0.5f*height1 + height2, -z), + PxVec3(+x, +0.5f*height1, +z) + }; + PxU32 numVerts = 8; + + return createConvexMesh(verts, numVerts, physics, cooking); +} + + +PxConvexMesh* createPrismConvexMesh(const PxF32 baseLength, const PxF32 baseDepth, const PxF32 height, PxPhysics& physics, PxCooking& cooking) +{ + const PxF32 x = baseLength*0.5f; + const PxF32 z = baseDepth*0.5f; + + PxVec3 verts[6] = + { + PxVec3(-x, 0, -z), + PxVec3(-x, 0, +z), + PxVec3(+x, 0, -z), + PxVec3(+x, 0, +z), + PxVec3(-x, height, 0), + PxVec3(+x, height, 0), + }; + PxU32 numVerts = 6; + + return createConvexMesh(verts, numVerts, physics, cooking); +} + +PxConvexMesh* createChassisConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking) +{ + return createConvexMesh(verts, numVerts, physics, cooking); +} + +PxConvexMesh* createWheelConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking) +{ + //Extract the wheel radius and width from the aabb of the wheel convex mesh. + PxVec3 wheelMin(PX_MAX_F32, PX_MAX_F32, PX_MAX_F32); + PxVec3 wheelMax(-PX_MAX_F32, -PX_MAX_F32, -PX_MAX_F32); + for (PxU32 i = 0; i<numVerts; i++) + { + wheelMin.x = PxMin(wheelMin.x, verts[i].x); + wheelMin.y = PxMin(wheelMin.y, verts[i].y); + wheelMin.z = PxMin(wheelMin.z, verts[i].z); + wheelMax.x = PxMax(wheelMax.x, verts[i].x); + wheelMax.y = PxMax(wheelMax.y, verts[i].y); + wheelMax.z = PxMax(wheelMax.z, verts[i].z); + } + const PxF32 wheelWidth = wheelMax.x - wheelMin.x; + const PxF32 wheelRadius = PxMax(wheelMax.y, wheelMax.z); + + return createCylinderConvexMesh(wheelWidth, wheelRadius, 8, physics, cooking); +} + +GLMesh* createRenderMesh(const RAWMesh& data) +{ + GLMesh* mesh =new GLMesh(GL_TRIANGLES); + const PxU32 nbVerts = data.mNbVerts; + const PxU32 nbTris = data.mNbFaces; + mesh->vertices.resize(nbVerts); + mesh->normals.resize(nbVerts); + mesh->texCoords.resize(nbVerts * 2); + mesh->indices.resize(nbTris*3); + + const PxU32* src = data.mIndices; + + PxU32* indices = new PxU32[sizeof(PxU16)*nbTris * 3]; + for (PxU32 i = 0; i<nbTris; i++) + { + indices[i * 3 + 0] = src[i * 3 + 0]; + indices[i * 3 + 1] = src[i * 3 + 1]; + indices[i * 3 + 2] = src[i * 3 + 2]; + } + + + for (PxU32 i = 0; i < nbVerts; ++i) + { + mesh->vertices[i] = data.mVerts[i]; + mesh->normals[i] = data.mVertexNormals[i]; + mesh->texCoords[i*2] = data.mUVs[i*2]; + mesh->texCoords[i * 2 + 1] = 1.f-data.mUVs[i*2+1]; + } + + for (PxU32 i = 0; i < nbTris * 3; ++i) + { + mesh->indices[i] = indices[i]; + } + + mesh->genVBOIBO(); + mesh->updateVBOIBO(true); + + return mesh; +} |