// // 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) 2008-2021 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() { }