// 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 "GuTriangleMesh.h" #include "GuTriangleMeshBV4.h" using namespace physx; namespace physx { Gu::BV4TriangleMesh::BV4TriangleMesh(GuMeshFactory& factory, TriangleMeshData& d) : TriangleMesh(factory, d) { PX_ASSERT(d.mType==PxMeshMidPhase::eBVH34); BV4TriangleData& bv4Data = static_cast(d); mMeshInterface = bv4Data.mMeshInterface; mBV4Tree = bv4Data.mBV4Tree; mBV4Tree.mMeshInterface = &mMeshInterface; } Gu::TriangleMesh* Gu::BV4TriangleMesh::createObject(PxU8*& address, PxDeserializationContext& context) { BV4TriangleMesh* obj = new (address) BV4TriangleMesh(PxBaseFlag::eIS_RELEASABLE); address += sizeof(BV4TriangleMesh); obj->importExtraData(context); obj->resolveReferences(context); return obj; } void Gu::BV4TriangleMesh::exportExtraData(PxSerializationContext& stream) { mBV4Tree.exportExtraData(stream); TriangleMesh::exportExtraData(stream); } void Gu::BV4TriangleMesh::importExtraData(PxDeserializationContext& context) { mBV4Tree.importExtraData(context); TriangleMesh::importExtraData(context); if(has16BitIndices()) mMeshInterface.setPointers(NULL, const_cast(reinterpret_cast(getTrianglesFast())), getVerticesFast()); else mMeshInterface.setPointers(const_cast(reinterpret_cast(getTrianglesFast())), NULL, getVerticesFast()); mBV4Tree.mMeshInterface = &mMeshInterface; } } // namespace physx