aboutsummaryrefslogtreecommitdiff
path: root/PhysX_3.4/Source/Common/src/CmRenderOutput.cpp
diff options
context:
space:
mode:
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/Source/Common/src/CmRenderOutput.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 'PhysX_3.4/Source/Common/src/CmRenderOutput.cpp')
-rw-r--r--PhysX_3.4/Source/Common/src/CmRenderOutput.cpp301
1 files changed, 301 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/Common/src/CmRenderOutput.cpp b/PhysX_3.4/Source/Common/src/CmRenderOutput.cpp
new file mode 100644
index 00000000..2226d137
--- /dev/null
+++ b/PhysX_3.4/Source/Common/src/CmRenderOutput.cpp
@@ -0,0 +1,301 @@
+// 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 "foundation/PxMat44.h"
+#include "CmRenderOutput.h"
+#include "PsMathUtils.h"
+#include "PsString.h"
+#include <stdarg.h>
+
+#if PX_VC
+#pragma warning(disable: 4342 ) // behavior change: 'function' called, but a member operator was called in previous versions
+#pragma warning(disable: 4996 ) // intentionally suppressing this warning message
+#endif
+
+using namespace physx;
+using namespace Cm;
+
+
+namespace physx
+{
+namespace Cm
+{
+ RenderOutput& RenderOutput::operator<<(Primitive prim)
+ {
+ mPrim = prim; mVertexCount = 0; return *this;
+ }
+
+ RenderOutput& RenderOutput::operator<<(PxU32 color)
+ {
+ mColor = color; return *this;
+ }
+
+ RenderOutput& RenderOutput::operator<<(const PxMat44& transform)
+ {
+ mTransform = transform; return *this;
+ }
+
+ RenderOutput& RenderOutput::operator<<(const PxTransform&t)
+ {
+ mTransform = PxMat44(t);
+ return *this;
+ }
+
+ RenderOutput& RenderOutput::operator<<(PxVec3 vertex)
+ {
+ // apply transformation
+ vertex = mTransform.transform(vertex);
+ ++mVertexCount;
+
+ // add primitive to render buffer
+ switch(mPrim)
+ {
+ case POINTS:
+ mBuffer.mPoints.pushBack(PxDebugPoint(vertex, mColor)); break;
+ case LINES:
+ if(mVertexCount == 2)
+ {
+ mBuffer.mLines.pushBack(PxDebugLine(mVertex0, vertex, mColor));
+ mVertexCount = 0;
+ }
+ break;
+ case LINESTRIP:
+ if(mVertexCount >= 2)
+ mBuffer.mLines.pushBack(PxDebugLine(mVertex0, vertex, mColor));
+ break;
+ case TRIANGLES:
+ if(mVertexCount == 3)
+ {
+ mBuffer.mTriangles.pushBack(PxDebugTriangle(mVertex1, mVertex0, vertex, mColor));
+ mVertexCount = 0;
+ }
+ break;
+ case TRIANGLESTRIP:
+ if(mVertexCount >= 3)
+ mBuffer.mTriangles.pushBack(PxDebugTriangle(
+ (mVertexCount & 0x1) ? mVertex0 : mVertex1,
+ (mVertexCount & 0x1) ? mVertex1 : mVertex0, vertex, mColor));
+ break;
+ case TEXT:
+ break;
+ }
+
+ // cache the last 2 vertices (for strips)
+ if(1 < mVertexCount)
+ {
+ mVertex1 = mVertex0;
+ mVertex0 = vertex;
+ } else {
+ mVertex0 = vertex;
+ }
+ return *this;
+ }
+
+ DebugText::DebugText(const PxVec3& position_, PxReal size_, const char* string, ...)
+ : position(position_), size(size_)
+ {
+ va_list argList;
+ va_start(argList, string);
+ if(0 >= Ps::vsnprintf(buffer, sBufferSize-1, string, argList))
+ buffer[sBufferSize-1] = 0; // terminate string
+ va_end(argList);
+ }
+
+ RenderOutput& RenderOutput::operator<<(const DebugText& text)
+ {
+ const PxU32 n = PxU32(strlen(text.buffer));
+ const PxU32 newCharBufSize = mBuffer.mCharBuf.size()+n+1;
+ if(mBuffer.mCharBuf.capacity() < newCharBufSize)
+ {
+ char* oldBuf = mBuffer.mCharBuf.begin();
+ mBuffer.mCharBuf.reserve(newCharBufSize);
+ intptr_t diff = mBuffer.mCharBuf.begin() - oldBuf;
+ for (PxU32 i = 0; i < mBuffer.mTexts.size(); ++i)
+ mBuffer.mTexts[i].string += diff;
+ }
+ mBuffer.mTexts.pushBack(PxDebugText(mTransform.transform(text.position), text.size, mColor, mBuffer.mCharBuf.end()));
+ for(size_t i=0; i<=n; ++i)
+ mBuffer.mCharBuf.pushBack(text.buffer[i]);
+ return *this;
+ }
+
+ RenderOutput& operator<<(RenderOutput& out, const DebugBox& box)
+ {
+ if(box.wireframe)
+ {
+ out << RenderOutput::LINESTRIP;
+ out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z);
+ out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z);
+ out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z);
+ out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z);
+ out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z);
+ out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z);
+ out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z);
+ out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z);
+ out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z);
+ out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z);
+ out << RenderOutput::LINES;
+ out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z);
+ out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z);
+ out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z);
+ out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z);
+ out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z);
+ out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z);
+ }
+ else
+ {
+ out << RenderOutput::TRIANGLESTRIP;
+ out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z); // 0
+ out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z); // 2
+ out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z); // 1
+ out << PxVec3(box.maximum.x, box.maximum.y, box.minimum.z); // 3
+ out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z); // 7
+ out << PxVec3(box.minimum.x, box.maximum.y, box.minimum.z); // 2
+ out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z); // 6
+ out << PxVec3(box.minimum.x, box.minimum.y, box.minimum.z); // 0
+ out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z); // 4
+ out << PxVec3(box.maximum.x, box.minimum.y, box.minimum.z); // 1
+ out << PxVec3(box.maximum.x, box.minimum.y, box.maximum.z); // 5
+ out << PxVec3(box.maximum.x, box.maximum.y, box.maximum.z); // 7
+ out << PxVec3(box.minimum.x, box.minimum.y, box.maximum.z); // 4
+ out << PxVec3(box.minimum.x, box.maximum.y, box.maximum.z); // 6
+ }
+ return out;
+ }
+
+ RenderOutput& operator<<(RenderOutput& out, const DebugArrow& arrow)
+ {
+ PxVec3 t0 = arrow.tip - arrow.base, t1, t2;
+
+ t0.normalize();
+ Ps::normalToTangents(t0, t1, t2);
+
+ const PxReal tipAngle = 0.25f;
+ t1 *= arrow.headLength * tipAngle;
+ t2 *= arrow.headLength * tipAngle * PxSqrt(3.0f);
+ PxVec3 headBase = arrow.tip - t0 * arrow.headLength;
+
+ out << RenderOutput::LINES;
+ out << arrow.base << arrow.tip;
+
+ out << RenderOutput::TRIANGLESTRIP;
+ out << arrow.tip;
+ out << headBase + t1 + t1;
+ out << headBase - t1 - t2;
+ out << headBase - t1 + t2;
+ out << arrow.tip;
+ out << headBase + t1 + t1;
+ return out;
+ }
+
+ RenderOutput& operator<<(RenderOutput& out, const DebugBasis& basis)
+ {
+ const PxReal headLength = basis.extends.magnitude() * 0.15f;
+ out << basis.colorX << DebugArrow(PxVec3(0.0f), PxVec3(basis.extends.x, 0, 0), headLength);
+ out << basis.colorY << DebugArrow(PxVec3(0.0f), PxVec3(0, basis.extends.y, 0), headLength);
+ out << basis.colorZ << DebugArrow(PxVec3(0.0f), PxVec3(0, 0, basis.extends.z), headLength);
+ return out;
+ }
+
+ RenderOutput& operator<<(RenderOutput& out, const DebugCircle& circle)
+ {
+ const PxF32 step = PxTwoPi/circle.nSegments;
+ PxF32 angle = 0;
+ out << RenderOutput::LINESTRIP;
+ for(PxU32 i=0; i<circle.nSegments; i++, angle += step)
+ out << PxVec3(circle.radius * PxSin(angle), circle.radius * PxCos(angle), 0);
+ out << PxVec3(0, circle.radius, 0);
+ return out;
+ }
+
+ RenderOutput& operator<<(RenderOutput& out, const DebugArc& arc)
+ {
+ const PxF32 step = (arc.maxAngle - arc.minAngle) / arc.nSegments;
+ PxF32 angle = arc.minAngle;
+ out << RenderOutput::LINESTRIP;
+ for(PxU32 i=0; i<arc.nSegments; i++, angle += step)
+ out << PxVec3(arc.radius * PxSin(angle), arc.radius * PxCos(angle), 0);
+ out << PxVec3(arc.radius * PxSin(arc.maxAngle), arc.radius * PxCos(arc.maxAngle), 0);
+ return out;
+ }
+
+ // PT: I need those functions available here so that I don't have to duplicate all the code in other modules like the CCT.
+ // PT: TODO: move other functions here as well
+
+ RenderOutput& RenderOutput::outputCapsule(PxF32 radius, PxF32 halfHeight, const PxMat44& absPose)
+ {
+ RenderOutput& out = *this;
+
+ const PxVec3 vleft2(-halfHeight, 0.0f, 0.0f);
+ PxMat44 left2 = absPose;
+ left2.column3 += PxVec4(left2.rotate(vleft2), 0.0f);
+ out << left2 << Cm::DebugArc(100, radius, PxPi, PxTwoPi);
+
+ PxMat44 rotPose = left2;
+ Ps::swap(rotPose.column1, rotPose.column2);
+ rotPose.column1 = -rotPose.column1;
+ out << rotPose << Cm::DebugArc(100, radius, PxPi, PxTwoPi);
+
+ Ps::swap(rotPose.column0, rotPose.column2);
+ rotPose.column0 = -rotPose.column0;
+ out << rotPose << Cm::DebugCircle(100, radius);
+
+ const PxVec3 vright2(halfHeight, 0.0f, 0.0f);
+ PxMat44 right2 = absPose;
+ right2.column3 += PxVec4(right2.rotate(vright2), 0.0f);
+ out << right2 << Cm::DebugArc(100, radius, 0.0f, PxPi);
+
+ rotPose = right2;
+ Ps::swap(rotPose.column1, rotPose.column2);
+ rotPose.column1 = -rotPose.column1;
+ out << rotPose << Cm::DebugArc(100, radius, 0.0f, PxPi);
+
+ Ps::swap(rotPose.column0, rotPose.column2);
+ rotPose.column0 = -rotPose.column0;
+ out << rotPose << Cm::DebugCircle(100, radius);
+
+ out << absPose;
+ out.outputSegment( absPose.transform(PxVec3(-halfHeight, radius, 0)),
+ absPose.transform(PxVec3( halfHeight, radius, 0)));
+ out.outputSegment( absPose.transform(PxVec3(-halfHeight, -radius, 0)),
+ absPose.transform(PxVec3( halfHeight, -radius, 0)));
+ out.outputSegment( absPose.transform(PxVec3(-halfHeight, 0, radius)),
+ absPose.transform(PxVec3( halfHeight, 0, radius)));
+ out.outputSegment( absPose.transform(PxVec3(-halfHeight, 0, -radius)),
+ absPose.transform(PxVec3( halfHeight, 0, -radius)));
+
+ return *this;
+ }
+
+
+
+} // Cm
+
+}