1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
|
//
// 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 "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<nbY;y++)
{
const PxF32 coeffY = float(y)/float(nbY-1);
for(PxU32 x=0;x<nbX;x++)
{
const PxF32 coeffX = float(x)/float(nbX-1);
const PxF32 xr = coeffX-0.5f;
const PxF32 yr = coeffY-0.5f;
PxVec3 offset;
if(i==0)
{
offset = PxVec3(xr, yr, 0.5f);
}
else if(i==1)
{
offset = PxVec3(xr, yr, -0.5f);
}
else if(i==2)
{
offset = PxVec3(xr, 0.5f, yr);
}
else if(i==3)
{
offset = PxVec3(xr, -0.5f, yr);
}
else if(i==4)
{
offset = PxVec3(0.5f, xr, yr);
}
else
{
offset = PxVec3(-0.5f, xr, yr);
}
offset.normalize();
const float h = sinf(offset.z*10.0f)*sinf(offset.x*10.0f)*sinf(offset.y*10.0f)*2.0f;
offset *= (radius + h);
mVerts[index++] = center + offset;
}
}
}
PX_ASSERT(index==mNbVerts);
mNbTris = 6*(nbX-1)*(nbY-1)*2;
mIndices = new PxU32[mNbTris*3];
PxU32 offset = 0;
PxU32 baseOffset = 0;
for(PxU32 i=0;i<6;i++)
{
for(PxU32 y=0;y<nbY-1;y++)
{
for(PxU32 x=0;x<nbX-1;x++)
{
const PxU32 index0a = baseOffset + x;
const PxU32 index1a = baseOffset + x + nbX;
const PxU32 index2a = baseOffset + x + nbX + 1;
const PxU32 index0b = index0a;
const PxU32 index1b = index2a;
const PxU32 index2b = baseOffset + x + 1;
{
const PxU8 c = checkCulling(center, index0a, index1a, index2a);
mIndices[offset] = index0a;
mIndices[offset+1+c] = index1a;
mIndices[offset+2-c] = index2a;
offset+=3;
}
{
const PxU8 c = checkCulling(center, index0b, index1b, index2b);
mIndices[offset] = index0b;
mIndices[offset+1+c] = index1b;
mIndices[offset+2-c] = index2b;
offset+=3;
}
}
baseOffset += nbX;
}
baseOffset += nbX;
}
PX_ASSERT(offset==mNbTris*3);
}
|