69 lines
2.7 KiB
C++
69 lines
2.7 KiB
C++
//
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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) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#include "RenderMeshActor.h"
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#include "RendererMeshShape.h"
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#include "RendererMemoryMacros.h"
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#include "extensions/PxSmoothNormals.h"
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#include "SampleAllocatorSDKClasses.h"
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using namespace physx;
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using namespace SampleRenderer;
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RenderMeshActor::RenderMeshActor( Renderer& renderer,
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const PxVec3* verts, PxU32 numVerts,
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const PxVec3* vertexNormals,
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const PxReal* uvs,
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const PxU16* faces16, const PxU32* faces32, PxU32 numFaces, bool flipWinding
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)
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{
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PxVec3Alloc* normals = NULL;
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if(!vertexNormals)
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{
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normals = SAMPLE_NEW(PxVec3Alloc)[numVerts];
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PxBuildSmoothNormals(numFaces, numVerts, verts, faces32, faces16, normals, flipWinding);
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vertexNormals = normals;
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}
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RendererShape* rs = new RendererMeshShape(renderer, verts, numVerts, vertexNormals, uvs, faces16, faces32, numFaces, flipWinding);
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setRenderShape(rs);
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DELETEARRAY(normals);
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}
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RenderMeshActor::RenderMeshActor(const RenderMeshActor& src) : RenderBaseActor(src)
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{
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}
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RenderMeshActor::~RenderMeshActor()
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{
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}
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