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// 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 "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);
}
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