// 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 "RenderMeshActor.h" #include "RendererMeshShape.h" #include "RendererMemoryMacros.h" #include "extensions/PxSmoothNormals.h" #include "SampleAllocatorSDKClasses.h" using namespace physx; using namespace SampleRenderer; RenderMeshActor::RenderMeshActor( Renderer& renderer, const PxVec3* verts, PxU32 numVerts, const PxVec3* vertexNormals, const PxReal* uvs, const PxU16* faces16, const PxU32* faces32, PxU32 numFaces, bool flipWinding ) { PxVec3Alloc* normals = NULL; if(!vertexNormals) { normals = SAMPLE_NEW(PxVec3Alloc)[numVerts]; PxBuildSmoothNormals(numFaces, numVerts, verts, faces32, faces16, normals, flipWinding); vertexNormals = normals; } RendererShape* rs = new RendererMeshShape(renderer, verts, numVerts, vertexNormals, uvs, faces16, faces32, numFaces, flipWinding); setRenderShape(rs); DELETEARRAY(normals); } RenderMeshActor::RenderMeshActor(const RenderMeshActor& src) : RenderBaseActor(src) { } RenderMeshActor::~RenderMeshActor() { }