// // 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. #pragma once #include "BmpFile.h" #include "glmesh.h" #include "Shader.h" #include "PxCooking.h" #include using namespace std; class TerrainMesh{ public: // Able to render mesh // Able to generate physX PxRigidStatic* hfActor; PxTransform mHFPose; GLuint hfTexture; GLMesh* mMesh; PxScene* myScene; Shader* mShader; ShaderMaterial mMaterial; ~TerrainMesh(); TerrainMesh(PxPhysics& physics, PxCooking& cooking, PxScene& scene, PxMaterial& material, PxVec3 midPoint, const char* heightMapName, const char* textureName, float hfScale, float maxHeight, Shader* shader, bool invert = false); void draw(bool useShader); float xStart; float zStart; float dx, idx; vector terrainHeights; vector terrainNormals; int width; int height; float getHeight(float x, float z); float getHeightNormal(float x, float z, PxVec3& normal); float getHeightNormalCondition(float x, float y, float z, PxVec3& normal); };