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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// 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 "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()
{
}