// // 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. #ifndef MESHBUILDER_H #define MESHBUILDER_H #include "PhysXSample.h" class SampleLargeWorld; class MeshBuilder : public SampleAllocateable { public: MeshBuilder(SampleLargeWorld& sample, const char* filename); ~MeshBuilder() {} void addRepXToPxCollection( const PxTransform& pose, const PxVec3& scale, PxCollection& collection, const char* name = NULL); static void addObjMeshToPxCollection( PxPhysics& physics, PxCooking& cooking, PxMaterial& material, const char* filename, const char* filenameCooked, const PxTransform& pose, const PxVec3& scale, PxCollection& collection, const char* name = NULL); private: MeshBuilder& operator=(const MeshBuilder&); SampleLargeWorld* mSampleLargeWorld; PxPhysics& mPhysics; PxScene& mScene; PxCooking& mCooking; PxMaterial& mMaterial; PxRigidStatic* mStaticActor; PxStringTable* mStringTable; std::vector mConvexMeshes; std::vector mTriMeshes; }; #endif