// 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) 2008-2018 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 "Planet.h" #include "RendererMemoryMacros.h" #include "foundation/PxPlane.h" #include "foundation/PxAssert.h" #include "PxTkRandom.h" PlanetMesh::PlanetMesh() : mNbVerts (0), mNbTris (0), mVerts (NULL), mIndices (NULL) { } PlanetMesh::~PlanetMesh() { DELETEARRAY(mIndices); DELETEARRAY(mVerts); } PxU8 PlanetMesh::checkCulling(const PxVec3& center, PxU32 index0, PxU32 index1, PxU32 index2) const { const PxPlane tmp(mVerts[index0], mVerts[index1], mVerts[index2]); return tmp.distance(center)>0.0f; } void PlanetMesh::generate(const PxVec3& center, PxF32 radius, PxU32 nbX, PxU32 nbY) { DELETEARRAY(mIndices); DELETEARRAY(mVerts); mNbVerts = 6*nbX*nbY; mVerts = new PxVec3[mNbVerts]; PxU32 index=0; for(PxU32 i=0;i<6;i++) { for(PxU32 y=0;y