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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 /PhysX_3.4/Samples/SampleCharacterCloth/SampleCharacterCloth_TerrainBuilder.cpp
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
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+// 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) 2008-2016 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 "PxPhysicsAPI.h"
+#include "PxTkStream.h"
+#include "SampleCharacterCloth.h"
+
+using namespace PxToolkit;
+
+//#define USE_MESH
+
+static PxToolkit::BasicRandom gClothRandom;
+
+static PxReal randomScaled(PxReal value)
+{
+ PxReal val = value*(gClothRandom.randomFloat());
+ return val;
+}
+
+static void computeTerrain(bool* done, PxReal* pVB, PxU32 x0, PxU32 y0, PxU32 currentSize, PxReal value, PxU32 initSize)
+{
+ // Compute new size
+ currentSize>>=1;
+ if (currentSize > 0) {
+ PxU32 x1 = (x0+currentSize) % initSize;
+ PxU32 x2 = (x0+currentSize+currentSize) % initSize;
+ PxU32 y1 = (y0+currentSize) % initSize;
+ PxU32 y2 = (y0+currentSize+currentSize) % initSize;
+
+ if(!done[x1 + y0*initSize]) pVB[(x1 + y0*initSize)] = randomScaled(value) + 0.5f * (pVB[(x0 + y0*initSize)] + pVB[(x2 + y0*initSize)]);
+ if(!done[x0 + y1*initSize]) pVB[(x0 + y1*initSize)] = randomScaled(value) + 0.5f * (pVB[(x0 + y0*initSize)] + pVB[(x0 + y2*initSize)]);
+ if(!done[x2 + y1*initSize]) pVB[(x2 + y1*initSize)] = randomScaled(value) + 0.5f * (pVB[(x2 + y0*initSize)] + pVB[(x2 + y2*initSize)]);
+ if(!done[x1 + y2*initSize]) pVB[(x1 + y2*initSize)] = randomScaled(value) + 0.5f * (pVB[(x0 + y2*initSize)] + pVB[(x2 + y2*initSize)]);
+ if(!done[x1 + y1*initSize]) pVB[(x1 + y1*initSize)] = randomScaled(value) + 0.5f * (pVB[(x0 + y1*initSize)] + pVB[(x2 + y1*initSize)]);
+
+ done[x1 + y0*initSize] = true;
+ done[x0 + y1*initSize] = true;
+ done[x2 + y1*initSize] = true;
+ done[x1 + y2*initSize] = true;
+ done[x1 + y1*initSize] = true;
+
+ // Recurse through 4 corners
+ value *= 0.5f;
+ computeTerrain(done, pVB, x0, y0, currentSize, value, initSize);
+ computeTerrain(done, pVB, x0, y1, currentSize, value, initSize);
+ computeTerrain(done, pVB, x1, y0, currentSize, value, initSize);
+ computeTerrain(done, pVB, x1, y1, currentSize, value, initSize);
+ }
+}
+
+static void fractalize(PxReal* heights, const PxU32 size, const PxReal roughness)
+{
+ PxU32 num = size*size;
+ bool* done = (bool*)SAMPLE_ALLOC(sizeof(bool)*num);
+ for(PxU32 i=0; i<num; i++)
+ done[i]=false;
+ computeTerrain(done,heights,0,0,size,roughness,size);
+ SAMPLE_FREE(done);
+}
+
+PxRigidStatic* SampleCharacterCloth::buildHeightField()
+{
+ // create a height map
+ gClothRandom.setSeed(42);
+
+ const PxU32 hfSize = 32; // some power of 2
+ const PxU32 hfNumVerts = hfSize*hfSize;
+
+ const PxReal hfScale = 8.0f; // this is how wide one heightfield square is
+
+ PxReal* heightmap = (PxReal*)SAMPLE_ALLOC(sizeof(PxReal)*hfNumVerts);
+// memset(heightmap,0,hfNumVerts*sizeof(PxReal));
+ for(PxU32 i = 0; i < hfNumVerts; i++)
+ heightmap[i] = -9.0f;
+
+ fractalize(heightmap,hfSize,16);
+
+ for(PxU32 i = 0; i < hfNumVerts; i++)
+ heightmap[i] -= 5.0f;
+
+ { // make render terrain
+ PxReal* hfVerts = (PxReal*)SAMPLE_ALLOC(sizeof(PxReal)*hfNumVerts*3);
+ PxReal* hfNorms = (PxReal*)SAMPLE_ALLOC(sizeof(PxReal)*hfNumVerts*3);
+ const PxU32 hfNumTris = (hfSize-1)*(hfSize-1)*2;
+ PxU32* hfTris = (PxU32*)SAMPLE_ALLOC(sizeof(PxU32)*hfNumTris*3);
+
+ createLandscape(heightmap,hfSize,hfScale,hfVerts,hfNorms,hfTris);
+
+ RAWMesh data;
+ data.mName = "terrain";
+ data.mTransform = PxTransform(PxIdentity);
+ data.mTransform.p = PxVec3(-(hfSize/2*hfScale),0,-(hfSize/2*hfScale));
+ data.mNbVerts = hfNumVerts;
+ data.mVerts = (PxVec3*)hfVerts;
+ data.mVertexNormals = (PxVec3*)hfNorms;
+ data.mUVs = 0;
+ data.mMaterialID = 0;
+ data.mNbFaces = hfNumTris;
+ data.mIndices = hfTris;
+
+ createRenderMeshFromRawMesh(data);
+
+ mNbVerts = hfNumVerts;
+ mNbTris = hfNumTris;
+ mVerts = hfVerts;
+ mTris = hfTris;
+
+ SAMPLE_FREE(hfNorms);
+ }
+
+ // eventually create the physics heightfield
+ PxRigidStatic* hfActor = createHeightField(heightmap,hfScale,hfSize);
+
+ SAMPLE_FREE(heightmap);
+
+ return hfActor;
+}
+
+void SampleCharacterCloth::createLandscape(PxReal* heightmap, PxU32 width, PxReal hfScale, PxReal* outVerts, PxReal* outNorms, PxU32* outTris)
+{
+ for(PxU32 y=0; y<width; y++)
+ {
+ for(PxU32 x=0; x<width; x++)
+ {
+ PxU32 index=(x+y*width)*3;
+
+ outVerts[index+0]=(PxReal(x))* hfScale;
+ outVerts[index+1]=heightmap[x+y*width];
+ outVerts[index+2]=(PxReal(y))*hfScale;
+
+ outNorms[index+0]=0;
+ outNorms[index+1]=1;
+ outNorms[index+2]=0;
+ }
+ }
+
+ // Sobel filter
+ for (PxU32 y=1;y<width-1;y++) {
+ for (PxU32 x=1;x<width-1;x++) {
+
+ // 1 0 -1
+ // 2 0 -2
+ // 1 0 -1
+ PxReal dx;
+ dx = outVerts[((x-1)+(y-1)*width)*3+1];
+ dx -= outVerts[((x+1)+(y-1)*width)*3+1];
+ dx += 2.0f*outVerts[((x-1)+(y+0)*width)*3+1];
+ dx -= 2.0f*outVerts[((x+1)+(y+0)*width)*3+1];
+ dx += outVerts[((x-1)+(y+1)*width)*3+1];
+ dx -= outVerts[((x+1)+(y+1)*width)*3+1];
+
+ // 1 2 1
+ // 0 0 0
+ // -1 -2 -1
+ PxReal dy;
+ dy = outVerts[((x-1)+(y-1)*width)*3+1];
+ dy += 2.0f*outVerts[((x+0)+(y-1)*width)*3+1];
+ dy += outVerts[((x+1)+(y-1)*width)*3+1];
+ dy -= outVerts[((x-1)+(y+1)*width)*3+1];
+ dy -= 2.0f*outVerts[((x+0)+(y+1)*width)*3+1];
+ dy -= outVerts[((x+1)+(y+1)*width)*3+1];
+
+ PxReal nx = dx/hfScale*0.15f;
+ PxReal ny = 1.0f;
+ PxReal nz = dy/hfScale*0.15f;
+
+ PxReal len = sqrtf(nx*nx+ny*ny+nz*nz);
+
+ outNorms[(x+y*width)*3+0] = nx/len;
+ outNorms[(x+y*width)*3+1] = ny/len;
+ outNorms[(x+y*width)*3+2] = nz/len;
+ }
+ }
+
+ PxU32 numTris = 0;
+ for(PxU32 j=0; j<width-1; j++)
+ {
+ for(PxU32 i=0; i<width-1; i++)
+ {
+ outTris[3*numTris+0]= i + j *(width);
+ outTris[3*numTris+1]= i + (j+1)*(width);
+ outTris[3*numTris+2]= i+1 + j *(width);
+ outTris[3*numTris+3]= i + (j+1)*(width);
+ outTris[3*numTris+4]= i+1 + (j+1)*(width);
+ outTris[3*numTris+5]= i+1 + j *(width);
+ numTris+=2;
+ }
+ }
+}
+
+PxRigidStatic* SampleCharacterCloth::createHeightField(PxReal* heightmap, PxReal hfScale, PxU32 hfSize)
+{
+ const PxReal heightScale = 0.01f;
+
+ PxU32 hfNumVerts = hfSize*hfSize;
+
+ PxHeightFieldSample* samples = (PxHeightFieldSample*)SAMPLE_ALLOC(sizeof(PxHeightFieldSample)*hfNumVerts);
+ memset(samples,0,hfNumVerts*sizeof(PxHeightFieldSample));
+
+ for(PxU32 x = 0; x < hfSize; x++)
+ for(PxU32 y = 0; y < hfSize; y++)
+ {
+ PxI32 h = PxI32(heightmap[y+x*hfSize]/heightScale);
+ PX_ASSERT(h<=0xffff);
+ samples[x+y*hfSize].height = (PxI16)(h);
+ samples[x+y*hfSize].setTessFlag();
+ samples[x+y*hfSize].materialIndex0=1;
+ samples[x+y*hfSize].materialIndex1=1;
+ }
+
+ PxHeightFieldDesc hfDesc;
+ hfDesc.format = PxHeightFieldFormat::eS16_TM;
+ hfDesc.nbColumns = hfSize;
+ hfDesc.nbRows = hfSize;
+ hfDesc.samples.data = samples;
+ hfDesc.samples.stride = sizeof(PxHeightFieldSample);
+
+ PxHeightField* heightField = getCooking().createHeightField(hfDesc, getPhysics().getPhysicsInsertionCallback());
+ if(!heightField)
+ fatalError("creating the heightfield failed");
+
+ PxTransform pose = PxTransform(PxIdentity);
+ pose.p = PxVec3(-(hfSize/2*hfScale),0,-(hfSize/2*hfScale));
+ mHFPose = pose;
+
+ PxRigidStatic* hfActor = getPhysics().createRigidStatic(pose);
+ if(!hfActor)
+ fatalError("creating heightfield actor failed");
+
+ PxHeightFieldGeometry hfGeom(heightField, PxMeshGeometryFlags(), heightScale, hfScale, hfScale);
+ PxShape* hfShape = PxRigidActorExt::createExclusiveShape(*hfActor, hfGeom, getDefaultMaterial());
+ if(!hfShape)
+ fatalError("creating heightfield shape failed");
+
+ getActiveScene().addActor(*hfActor);
+
+ SAMPLE_FREE(samples);
+
+ return hfActor;
+}
+