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kaplademo/source/kaplaDemo/Fracture/Compound.cpp
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kaplademo/source/kaplaDemo/Fracture/Compound.cpp
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
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#include "Mesh.h"
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#include "CompoundGeometry.h"
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#include "CompoundCreator.h"
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#include "PxConvexMeshGeometry.h"
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#include "PxRigidBodyExt.h"
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#include "foundation/PxMat44.h"
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#include "PxScene.h"
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#include "PxShape.h"
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#include "SimScene.h"
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#include "Compound.h"
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#include "Convex.h"
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#include "foundation/PxMathUtils.h"
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#include <vector>
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#include <stdio.h>
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#include "MathUtils.h"
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using namespace std;
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#define CREATE_DEBRIS 1
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float Compound::getSleepingThresholdRB()
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{
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return 0.1f;
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}
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// --------------------------------------------------------------------------------------------
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void Compound::draw(bool useShader, bool debug)
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{
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if (useShader && mShader)
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mShader->activate(mShaderMat);
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else {
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glColor3f(mShaderMat.color[0], mShaderMat.color[1], mShaderMat.color[2]);
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}
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for (int i = 0; i < (int)mConvexes.size(); i++)
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mConvexes[i]->draw(debug);
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if (useShader && mShader)
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mShader->deactivate();
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}
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// --------------------------------------------------------------------------------------------
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void Compound::clear()
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{
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base::Compound::clear();
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mShader = NULL;
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mShaderMat.init();
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}
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void Compound::copyShaders(base::Compound* m)
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{
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((Compound*)m)->mShader = mShader;
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((Compound*)m)->mShaderMat = mShaderMat;
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}
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void Compound::convexAdded(base::Convex* c, Shader* shader)
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{
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((SimScene*)mScene)->getConvexRenderer().add(c, shader);
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}
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void Compound::convexRemoved(base::Convex* c)
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{
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((SimScene*)mScene)->getConvexRenderer().remove(c);
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}
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