// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #include "Mesh.h" #include "CompoundGeometry.h" #include "CompoundCreator.h" #include "PxConvexMeshGeometry.h" #include "PxRigidBodyExt.h" #include "foundation/PxMat44.h" #include "PxScene.h" #include "PxShape.h" #include "SimScene.h" #include "Compound.h" #include "Convex.h" #include "XMLParser.h" #include "foundation/PxMathUtils.h" #include #include #include "MathUtils.h" using namespace std; #define CREATE_DEBRIS 1 float Compound::getSleepingThresholdRB() { return 0.1f; } // -------------------------------------------------------------------------------------------- void Compound::draw(bool useShader, bool debug) { if (useShader && mShader) mShader->activate(mShaderMat); else { glColor3f(mShaderMat.color[0], mShaderMat.color[1], mShaderMat.color[2]); } for (int i = 0; i < (int)mConvexes.size(); i++) mConvexes[i]->draw(debug); if (useShader && mShader) mShader->deactivate(); } // -------------------------------------------------------------------------------------------- void Compound::clear() { base::Compound::clear(); mShader = NULL; mShaderMat.init(); } void Compound::copyShaders(base::Compound* m) { ((Compound*)m)->mShader = mShader; ((Compound*)m)->mShaderMat = mShaderMat; } // -------------------------------------------------------------------------------------------- bool Compound::createFromXml(XMLParser *p, float scale, const PxTransform &trans, bool ignoreVisualMesh) { clear(); PxVec3 center; for (int i = 0; i < (int)p->vars.size(); i++) { if (p->vars[i].name == "name") { // not used currently } else if (p->vars[i].name == "centerX") sscanf(p->vars[i].value.c_str(), "%f", ¢er.x); else if (p->vars[i].name == "centerY") sscanf(p->vars[i].value.c_str(), "%f", ¢er.y); else if (p->vars[i].name == "centerZ") sscanf(p->vars[i].value.c_str(), "%f", ¢er.z); } p->readNextTag(); // create Px objects shdfnd::Array shapes; while (!p->endOfFile() && p->tagName != "Compound") { if (p->tagName == "Convex") { Convex *c = (Convex*)mScene->createConvex(); if (!c->createFromXml(p, scale, ignoreVisualMesh)) { delete c; return false; } c->increaseRefCounter(); // added overlap test in island detector, no need for ghost anymore! if (c->isGhostConvex()) { // mConvexes.pushBack(c); continue; } bool reused = c->getPxConvexMesh() != NULL; PxConvexMesh* mesh = c->createPxConvexMesh(this, mScene->getPxPhysics(), mScene->getPxCooking()); if (mesh == NULL) { delete c; continue; } if (!reused) convexAdded(c, NULL); //mScene->getConvexRenderer().add(c); PxShape *shape = mScene->getPxPhysics()->createShape( PxConvexMeshGeometry(mesh), *mScene->getPxDefaultMaterial(), true ); shape->setLocalPose(c->getLocalPose()); //shape->setContactOffset(mContactOffset); //shape->setRestOffset(mRestOffset); if (mContactOffset < mRestOffset || mContactOffset < 0.0f) { printf("WRONG2\n"); } mScene->mapShapeToConvex(*shape, *c); shapes.pushBack(shape); if (!c->hasExplicitVisMesh()) c->createVisMeshFromConvex(); mConvexes.pushBack(c); } } p->readNextTag(); PxVec3 vel(0.0f, 0.0f, 0.0f); PxVec3 omega(0.0f, 0.0f, 0.0f); createPxActor(shapes, trans * PxTransform(scale * center), vel, omega); bool indestructible = false; for (int i = 0; i < (int)mConvexes.size(); i++) { if (mConvexes[i]->isIndestructible()) { indestructible = true; break; } } return true; } void Compound::convexAdded(base::Convex* c, Shader* shader) { ((SimScene*)mScene)->getConvexRenderer().add(c, shader); } void Compound::convexRemoved(base::Convex* c) { ((SimScene*)mScene)->getConvexRenderer().remove(c); }