// // 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) 2018 NVIDIA Corporation. All rights reserved. #include "Mesh.h" #include "CompoundGeometry.h" #include "CompoundCreator.h" #include "PxConvexMeshGeometry.h" #include "PxRigidBodyExt.h" #include "foundation/PxMat44.h" #include "PxScene.h" #include "PxShape.h" #include "SimScene.h" #include "Compound.h" #include "Convex.h" #include "foundation/PxMathUtils.h" #include #include #include "MathUtils.h" using namespace std; #define CREATE_DEBRIS 1 float Compound::getSleepingThresholdRB() { return 0.1f; } // -------------------------------------------------------------------------------------------- void Compound::draw(bool useShader, bool debug) { if (useShader && mShader) mShader->activate(mShaderMat); else { glColor3f(mShaderMat.color[0], mShaderMat.color[1], mShaderMat.color[2]); } for (int i = 0; i < (int)mConvexes.size(); i++) mConvexes[i]->draw(debug); if (useShader && mShader) mShader->deactivate(); } // -------------------------------------------------------------------------------------------- void Compound::clear() { base::Compound::clear(); mShader = NULL; mShaderMat.init(); } void Compound::copyShaders(base::Compound* m) { ((Compound*)m)->mShader = mShader; ((Compound*)m)->mShaderMat = mShaderMat; } void Compound::convexAdded(base::Convex* c, Shader* shader) { ((SimScene*)mScene)->getConvexRenderer().add(c, shader); } void Compound::convexRemoved(base::Convex* c) { ((SimScene*)mScene)->getConvexRenderer().remove(c); }