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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/SampleFramework/renderer/src/RendererGridShape.cpp
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physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/SampleFramework/renderer/src/RendererGridShape.cpp')
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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.
+//
+// RendererGridShape : convenience class for generating a grid mesh.
+//
+#include <RendererGridShape.h>
+
+#include <Renderer.h>
+
+#include <RendererVertexBuffer.h>
+#include <RendererVertexBufferDesc.h>
+
+#include <RendererMesh.h>
+#include <RendererMeshDesc.h>
+
+#include <RendererMemoryMacros.h>
+
+#include <foundation/PxStrideIterator.h>
+#include <PsMathUtils.h>
+
+using namespace SampleRenderer;
+
+RendererGridShape::RendererGridShape(Renderer &renderer, PxU32 size, float cellSize, bool showAxis /*= false*/, UpAxis up/*= UP_Y*/) :
+RendererShape(renderer), m_UpAxis(up)
+{
+ m_vertexBuffer = 0;
+
+ const PxU32 numVerts = size*8 + 8;
+
+ RendererVertexBufferDesc vbdesc;
+ vbdesc.hint = RendererVertexBuffer::HINT_STATIC;
+ vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_POSITION] = RendererVertexBuffer::FORMAT_FLOAT3;
+ vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_COLOR] = RendererVertexBuffer::FORMAT_COLOR_NATIVE;
+ vbdesc.maxVertices = numVerts;
+ m_vertexBuffer = m_renderer.createVertexBuffer(vbdesc);
+
+ if(m_vertexBuffer)
+ {
+ RendererMeshDesc meshdesc;
+ meshdesc.primitives = RendererMesh::PRIMITIVE_LINES;
+ meshdesc.vertexBuffers = &m_vertexBuffer;
+ meshdesc.numVertexBuffers = 1;
+ meshdesc.firstVertex = 0;
+ meshdesc.numVertices = numVerts;
+ m_mesh = m_renderer.createMesh(meshdesc);
+ }
+ if(m_vertexBuffer && m_mesh)
+ {
+ PxU32 color1 = m_renderer.convertColor(RendererColor ( 94, 108, 127));
+ PxU32 color2 = m_renderer.convertColor(RendererColor (120, 138, 163));
+ PxU32 colorRed = m_renderer.convertColor(RendererColor (255, 0, 0));
+ PxU32 colorGreen = m_renderer.convertColor(RendererColor ( 0, 255, 0));
+ PxU32 colorBlue = m_renderer.convertColor(RendererColor ( 0, 0, 255));
+
+ PxStrideIterator<PxVec3> positions;
+ {
+ PxU32 positionStride = 0;
+ void* pos = m_vertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_POSITION, positionStride);
+ positions = PxMakeIterator((PxVec3*)pos, positionStride);
+ }
+ PxStrideIterator<PxU32> colors;
+ {
+ PxU32 colorStride = 0;
+ void* color = m_vertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_COLOR, colorStride);
+ colors = PxMakeIterator((PxU32*)color, colorStride);
+ }
+
+ if(positions.ptr() && colors.ptr())
+ {
+ PxVec3 upAxis(0.0f);
+
+ PxU32 colorX1 = color1;
+ PxU32 colorX2 = color1;
+ PxU32 colorZ1 = color1;
+ PxU32 colorZ2 = color1;
+
+ switch(up)
+ {
+ case UP_X: upAxis = PxVec3(1.0f, 0.0f, 0.0f); break;
+ case UP_Y: upAxis = PxVec3(0.0f, 1.0f, 0.0f); break;
+ case UP_Z: upAxis = PxVec3(0.0f, 0.0f, 1.0f); break;
+ }
+ PxMat33 rotation = physx::shdfnd::rotFrom2Vectors(PxVec3(0.0f, 1.0f, 0.0f), upAxis);
+
+ if (showAxis)
+ {
+ switch(up)
+ {
+ case UP_X: colorX2 = colorGreen; colorZ1 = colorBlue; break;
+ case UP_Y: colorX1 = colorRed; colorZ1 = colorBlue; break;
+ case UP_Z: colorX1 = colorRed; colorZ2 = colorGreen; break;
+ }
+ }
+
+ float radius = size*cellSize;
+
+ positions[0] = rotation * PxVec3( 0.0f, 0.0f, 0.0f); colors[0] = colorX1;
+ positions[1] = rotation * PxVec3( radius, 0.0f, 0.0f); colors[1] = colorX1;
+ positions[2] = rotation * PxVec3( 0.0f, 0.0f, 0.0f); colors[2] = colorX2;
+ positions[3] = rotation * PxVec3(-radius, 0.0f, 0.0f); colors[3] = colorX2;
+ positions[4] = rotation * PxVec3( 0.0f, 0.0f, 0.0f); colors[4] = colorZ1;
+ positions[5] = rotation * PxVec3( 0.0f, 0.0f, radius); colors[5] = colorZ1;
+ positions[6] = rotation * PxVec3( 0.0f, 0.0f, 0.0f); colors[6] = colorZ2;
+ positions[7] = rotation * PxVec3( 0.0f, 0.0f,-radius); colors[7] = colorZ2;
+
+
+ for (PxU32 i = 1; i <= size; i++)
+ {
+ positions[i*8+0] = rotation * PxVec3(-radius, 0.0f, cellSize * i);
+ positions[i*8+1] = rotation * PxVec3( radius, 0.0f, cellSize * i);
+ positions[i*8+2] = rotation * PxVec3(-radius, 0.0f,-cellSize * i);
+ positions[i*8+3] = rotation * PxVec3( radius, 0.0f,-cellSize * i);
+ positions[i*8+4] = rotation * PxVec3( cellSize * i, 0.0f,-radius);
+ positions[i*8+5] = rotation * PxVec3( cellSize * i, 0.0f, radius);
+ positions[i*8+6] = rotation * PxVec3(-cellSize * i, 0.0f,-radius);
+ positions[i*8+7] = rotation * PxVec3(-cellSize * i, 0.0f, radius);
+
+ for (PxU32 j = 0; j < 8; j++)
+ colors[i*8+j] = color2;
+ }
+ }
+
+ m_vertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_COLOR);
+ m_vertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION);
+ }
+}
+
+RendererGridShape::~RendererGridShape(void)
+{
+ SAFE_RELEASE(m_vertexBuffer);
+ SAFE_RELEASE(m_mesh);
+}