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PhysX4.1/kaplademo/source/kaplaDemo/SceneVehicleCooking.cpp
2025-11-28 23:13:44 +05:30

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7.3 KiB
C++

//
// 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) 2008-2018 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 "SceneVehicleCooking.h"
#include "PxTkStream.h"
#include "extensions/PxDefaultStreams.h"
#include "glmesh.h"
#include "RawLoader.h"
using namespace physx;
PxConvexMesh* createConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking)
{
// Create descriptor for convex mesh
PxConvexMeshDesc convexDesc;
convexDesc.points.count = numVerts;
convexDesc.points.stride = sizeof(PxVec3);
convexDesc.points.data = verts;
convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX;
PxConvexMesh* convexMesh = NULL;
PxDefaultMemoryOutputStream buf;
if (cooking.cookConvexMesh(convexDesc, buf))
{
PxDefaultMemoryInputData id(buf.getData(), buf.getSize());
convexMesh = physics.createConvexMesh(id);
}
return convexMesh;
}
PxConvexMesh* createCuboidConvexMesh(const PxVec3& halfExtents, PxPhysics& physics, PxCooking& cooking)
{
PxVec3 verts[8] =
{
PxVec3(-halfExtents.x, -halfExtents.y, -halfExtents.z),
PxVec3(-halfExtents.x, -halfExtents.y, +halfExtents.z),
PxVec3(-halfExtents.x, +halfExtents.y, -halfExtents.z),
PxVec3(-halfExtents.x, +halfExtents.y, +halfExtents.z),
PxVec3(+halfExtents.x, -halfExtents.y, -halfExtents.z),
PxVec3(+halfExtents.x, -halfExtents.y, +halfExtents.z),
PxVec3(+halfExtents.x, +halfExtents.y, -halfExtents.z),
PxVec3(+halfExtents.x, +halfExtents.y, +halfExtents.z)
};
PxU32 numVerts = 8;
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createWedgeConvexMesh(const PxVec3& halfExtents, PxPhysics& physics, PxCooking& cooking)
{
PxVec3 verts[6] =
{
PxVec3(-halfExtents.x, -halfExtents.y, -halfExtents.z),
PxVec3(-halfExtents.x, -halfExtents.y, +halfExtents.z),
PxVec3(-halfExtents.x, +halfExtents.y, -halfExtents.z),
PxVec3(+halfExtents.x, -halfExtents.y, -halfExtents.z),
PxVec3(+halfExtents.x, -halfExtents.y, +halfExtents.z),
PxVec3(+halfExtents.x, +halfExtents.y, -halfExtents.z)
};
PxU32 numVerts = 6;
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createCylinderConvexMesh(const PxF32 width, const PxF32 radius, const PxU32 numCirclePoints, PxPhysics& physics, PxCooking& cooking)
{
#define MAX_NUM_VERTS_IN_CIRCLE 16
PX_ASSERT(numCirclePoints<MAX_NUM_VERTS_IN_CIRCLE);
PxVec3 verts[2 * MAX_NUM_VERTS_IN_CIRCLE];
PxU32 numVerts = 2 * numCirclePoints;
const PxF32 dtheta = 2 * PxPi / (1.0f*numCirclePoints);
for (PxU32 i = 0; i<MAX_NUM_VERTS_IN_CIRCLE; i++)
{
const PxF32 theta = dtheta*i;
const PxF32 cosTheta = radius*PxCos(theta);
const PxF32 sinTheta = radius*PxSin(theta);
verts[2 * i + 0] = PxVec3(-0.5f*width, cosTheta, sinTheta);
verts[2 * i + 1] = PxVec3(+0.5f*width, cosTheta, sinTheta);
}
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createSquashedCuboidMesh(const PxF32 baseLength, const PxF32 baseDepth, const PxF32 height1, const PxF32 height2, PxPhysics& physics, PxCooking& cooking)
{
const PxF32 x = baseLength*0.5f;
const PxF32 z = baseDepth*0.5f;
PxVec3 verts[8] =
{
PxVec3(-x, -0.5f*height1, -z),
PxVec3(-x, -0.5f*height1, +z),
PxVec3(+x, -0.5f*height1, -z),
PxVec3(+x, -0.5f*height1, +z),
PxVec3(-x, -0.5f*height1 + height2, -z),
PxVec3(-x, +0.5f*height1, +z),
PxVec3(+x, -0.5f*height1 + height2, -z),
PxVec3(+x, +0.5f*height1, +z)
};
PxU32 numVerts = 8;
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createPrismConvexMesh(const PxF32 baseLength, const PxF32 baseDepth, const PxF32 height, PxPhysics& physics, PxCooking& cooking)
{
const PxF32 x = baseLength*0.5f;
const PxF32 z = baseDepth*0.5f;
PxVec3 verts[6] =
{
PxVec3(-x, 0, -z),
PxVec3(-x, 0, +z),
PxVec3(+x, 0, -z),
PxVec3(+x, 0, +z),
PxVec3(-x, height, 0),
PxVec3(+x, height, 0),
};
PxU32 numVerts = 6;
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createChassisConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking)
{
return createConvexMesh(verts, numVerts, physics, cooking);
}
PxConvexMesh* createWheelConvexMesh(const PxVec3* verts, const PxU32 numVerts, PxPhysics& physics, PxCooking& cooking)
{
//Extract the wheel radius and width from the aabb of the wheel convex mesh.
PxVec3 wheelMin(PX_MAX_F32, PX_MAX_F32, PX_MAX_F32);
PxVec3 wheelMax(-PX_MAX_F32, -PX_MAX_F32, -PX_MAX_F32);
for (PxU32 i = 0; i<numVerts; i++)
{
wheelMin.x = PxMin(wheelMin.x, verts[i].x);
wheelMin.y = PxMin(wheelMin.y, verts[i].y);
wheelMin.z = PxMin(wheelMin.z, verts[i].z);
wheelMax.x = PxMax(wheelMax.x, verts[i].x);
wheelMax.y = PxMax(wheelMax.y, verts[i].y);
wheelMax.z = PxMax(wheelMax.z, verts[i].z);
}
const PxF32 wheelWidth = wheelMax.x - wheelMin.x;
const PxF32 wheelRadius = PxMax(wheelMax.y, wheelMax.z);
return createCylinderConvexMesh(wheelWidth, wheelRadius, 8, physics, cooking);
}
GLMesh* createRenderMesh(const RAWMesh& data)
{
GLMesh* mesh =new GLMesh(GL_TRIANGLES);
const PxU32 nbVerts = data.mNbVerts;
const PxU32 nbTris = data.mNbFaces;
mesh->vertices.resize(nbVerts);
mesh->normals.resize(nbVerts);
mesh->texCoords.resize(nbVerts * 2);
mesh->indices.resize(nbTris*3);
const PxU32* src = data.mIndices;
PxU32* indices = new PxU32[sizeof(PxU16)*nbTris * 3];
for (PxU32 i = 0; i<nbTris; i++)
{
indices[i * 3 + 0] = src[i * 3 + 0];
indices[i * 3 + 1] = src[i * 3 + 1];
indices[i * 3 + 2] = src[i * 3 + 2];
}
for (PxU32 i = 0; i < nbVerts; ++i)
{
mesh->vertices[i] = data.mVerts[i];
mesh->normals[i] = data.mVertexNormals[i];
mesh->texCoords[i*2] = data.mUVs[i*2];
mesh->texCoords[i * 2 + 1] = 1.f-data.mUVs[i*2+1];
}
for (PxU32 i = 0; i < nbTris * 3; ++i)
{
mesh->indices[i] = indices[i];
}
mesh->genVBOIBO();
mesh->updateVBOIBO(true);
return mesh;
}