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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 "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<BV4TriangleData&>(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<IndTri16*>(reinterpret_cast<const IndTri16*>(getTrianglesFast())), getVerticesFast());
else
mMeshInterface.setPointers(const_cast<IndTri32*>(reinterpret_cast<const IndTri32*>(getTrianglesFast())), NULL, getVerticesFast());
mBV4Tree.mMeshInterface = &mMeshInterface;
}
} // namespace physx
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