// 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) 2008-2017 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(numCirclePointsvertices.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; ivertices[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; }