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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#include "CookingAbstract.h"
namespace nvidia
{
namespace clothing
{
using namespace nvidia;
void CookingAbstract::PhysicalMesh::computeTriangleAreas()
{
smallestTriangleArea = largestTriangleArea = 0.0f;
if (indices == NULL || vertices == NULL)
{
return;
}
smallestTriangleArea = PX_MAX_F32;
for (uint32_t i = 0; i < numIndices; i += 3)
{
const PxVec3 edge1 = vertices[indices[i + 1]] - vertices[indices[i]];
const PxVec3 edge2 = vertices[indices[i + 2]] - vertices[indices[i]];
const float triangleArea = edge1.cross(edge2).magnitude();
largestTriangleArea = PxMax(largestTriangleArea, triangleArea);
smallestTriangleArea = PxMin(smallestTriangleArea, triangleArea);
}
}
void CookingAbstract::addPhysicalMesh(const PhysicalMesh& physicalMesh)
{
PhysicalMesh physicalMeshCopy = physicalMesh;
physicalMeshCopy.computeTriangleAreas();
mPhysicalMeshes.pushBack(physicalMeshCopy);
}
void CookingAbstract::setConvexBones(const BoneActorEntry* boneActors, uint32_t numBoneActors, const BoneEntry* boneEntries,
uint32_t numBoneEntries, const PxVec3* boneVertices, uint32_t maxConvexVertices)
{
mBoneActors = boneActors;
mNumBoneActors = numBoneActors;
mBoneEntries = boneEntries;
mNumBoneEntries = numBoneEntries;
mBoneVertices = boneVertices;
PX_ASSERT(maxConvexVertices <= 256);
mMaxConvexVertices = maxConvexVertices;
}
bool CookingAbstract::isValid() const
{
return mPhysicalMeshes.size() > 0;
}
}
}
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