67 lines
2.5 KiB
C++
67 lines
2.5 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) 2018 NVIDIA Corporation. All rights reserved.
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#pragma once
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#include "BmpFile.h"
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#include "glmesh.h"
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#include "Shader.h"
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#include "PxCooking.h"
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#include <vector>
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using namespace std;
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class TerrainMesh{
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public:
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// Able to render mesh
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// Able to generate physX
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PxRigidStatic* hfActor;
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PxTransform mHFPose;
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GLuint hfTexture;
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GLMesh* mMesh;
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PxScene* myScene;
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Shader* mShader;
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ShaderMaterial mMaterial;
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~TerrainMesh();
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TerrainMesh(PxPhysics& physics, PxCooking& cooking, PxScene& scene, PxMaterial& material, PxVec3 midPoint, const char* heightMapName, const char* textureName,
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float hfScale, float maxHeight, Shader* shader, bool invert = false);
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void draw(bool useShader);
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float xStart;
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float zStart;
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float dx, idx;
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vector<float> terrainHeights;
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vector<PxVec3> terrainNormals;
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int width;
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int height;
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float getHeight(float x, float z);
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float getHeightNormal(float x, float z, PxVec3& normal);
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float getHeightNormalCondition(float x, float y, float z, PxVec3& normal);
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};
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