Example #1
0
	void LoadTetrahedraCube(DemoEntityManager* const scene, int materialID)
	{
		dFloat mass = 5.0f;
		NewtonWorld* const world = scene->GetNewton();

		char name[2048];
		dGetWorkingFileName ("box.tet", name);
		NewtonMesh* const tetraCube = NewtonMeshLoadTetrahedraMesh(scene->GetNewton(), name);

		dMatrix aligmentUV(dGetIdentityMatrix());
		int material = LoadTexture("smilli.tga");
		NewtonMeshApplyBoxMapping(tetraCube, material, material, material, &aligmentUV[0][0]);
		NewtonMeshCalculateVertexNormals(tetraCube, 60.0f * dDegreeToRad);

		// make a deformable collision mesh
		NewtonCollision* const deformableCollision = NewtonCreateDeformableSolid(world, tetraCube, materialID);

		//create a rigid body with a deformable mesh
		m_body = CreateRigidBody(scene, mass, deformableCollision);

		// create the soft body mesh
		//m_mesh = new TetrahedraSoftMesh(tetraCube, m_body);
		DemoMesh* const mesh = new TetrahedraSoftMesh(scene, tetraCube, m_body);
		SetMesh(mesh, dGetIdentityMatrix());

		// do not forget to destroy this objects, else you get bad memory leaks.
		mesh->Release ();
		NewtonDestroyCollision(deformableCollision);
		NewtonMeshDestroy(tetraCube);
	}
Example #2
0
	void BuildRegularTetrahedra (DemoEntityManager* const scene, int materialID)
	{
		dFloat mass = 5.0f;
		NewtonWorld* const world = scene->GetNewton();

		dVector tetra[] = { dVector(-1.0f, 0.0f, -0.71f, 0.0f),
							dVector(1.0f, 0.0f, -0.71f, 0.0f),
							dVector(0.0f, -1.0f, 0.71f, 0.0f),
							dVector(0.0f, 1.0f, 0.71f, 0.0f) };

		NewtonMesh* const tetrahedra = NewtonMeshCreate(scene->GetNewton());
		NewtonMeshBeginBuild(tetrahedra);
			AddTetra (tetrahedra, 0, 1, 2, 3, tetra, 0);
		NewtonMeshEndBuild(tetrahedra);

		dMatrix aligmentUV(dGetIdentityMatrix());
		int material = LoadTexture("smilli.tga");
		NewtonMeshApplyBoxMapping (tetrahedra, material, material, material, &aligmentUV[0][0]);
		NewtonMeshCalculateVertexNormals (tetrahedra, 60.0f * dDegreeToRad);

		// make a deformable collision mesh
		NewtonCollision* const deformableCollision = NewtonCreateDeformableSolid(world, tetrahedra, materialID);

		//create a rigid body with a deformable mesh
		m_body = CreateRigidBody (scene, mass, deformableCollision);

		// create the soft body mesh
		DemoMesh* const mesh = new TetrahedraSoftMesh(scene, tetrahedra, m_body);
		SetMesh(mesh, dGetIdentityMatrix());

		// do not forget to destroy this objects, else you get bad memory leaks.
		mesh->Release ();
		NewtonMeshDestroy (tetrahedra);
		NewtonDestroyCollision(deformableCollision);
	}
Example #3
0
void dMeshNodeInfo::SmoothNormals (dFloat angleInRadiants)
{
	NewtonMeshCalculateVertexNormals(m_mesh, angleInRadiants);
}
Example #4
0
DemoMesh::DemoMesh(const char* const name, const NewtonCollision* const collision, const char* const texture0, const char* const texture1, const char* const texture2, dFloat opacity, const dMatrix& uvMatrix)
	:DemoMeshInterface()
	,dList<DemoSubMesh>()
	,m_uv(NULL)
	,m_vertex(NULL)
	,m_normal(NULL)
	,m_optimizedOpaqueDiplayList(0)		
	,m_optimizedTransparentDiplayList(0)
{
	// create a helper mesh from the collision collision
	NewtonMesh* const mesh = NewtonMeshCreateFromCollision(collision);

	// apply the vertex normals
	NewtonMeshCalculateVertexNormals(mesh, 30.0f * dDegreeToRad);

	dMatrix aligmentUV(uvMatrix);
//	NewtonCollisionGetMatrix(collision, &aligmentUV[0][0]);
	aligmentUV = aligmentUV.Inverse();

	// apply uv projections
	NewtonCollisionInfoRecord info;
	NewtonCollisionGetInfo (collision, &info);
	switch (info.m_collisionType) 
	{
		case SERIALIZE_ID_SPHERE:
		{
			NewtonMeshApplySphericalMapping(mesh, LoadTexture (texture0), &aligmentUV[0][0]);
			break;
		}

		case SERIALIZE_ID_CONE:
		case SERIALIZE_ID_CAPSULE:
		case SERIALIZE_ID_CYLINDER:
		case SERIALIZE_ID_CHAMFERCYLINDER:
		{
			//NewtonMeshApplySphericalMapping(mesh, LoadTexture(texture0));
			NewtonMeshApplyCylindricalMapping(mesh, LoadTexture(texture0), LoadTexture(texture1), &aligmentUV[0][0]);
			break;
		}

		default:
		{
			int tex0 = LoadTexture(texture0);
			int tex1 = LoadTexture(texture1);
			int tex2 = LoadTexture(texture2);
			NewtonMeshApplyBoxMapping(mesh, tex0, tex1, tex2, &aligmentUV[0][0]);
			break;
		}
	}

	// extract vertex data  from the newton mesh		
	int vertexCount = NewtonMeshGetPointCount (mesh); 
	AllocVertexData(vertexCount);
	NewtonMeshGetVertexChannel(mesh, 3 * sizeof (dFloat), (dFloat*)m_vertex);
	NewtonMeshGetNormalChannel(mesh, 3 * sizeof (dFloat), (dFloat*)m_normal);
	NewtonMeshGetUV0Channel(mesh, 2 * sizeof (dFloat), (dFloat*)m_uv);

	// extract the materials index array for mesh
	void* const geometryHandle = NewtonMeshBeginHandle (mesh); 
	for (int handle = NewtonMeshFirstMaterial (mesh, geometryHandle); handle != -1; handle = NewtonMeshNextMaterial (mesh, geometryHandle, handle)) {
		int material = NewtonMeshMaterialGetMaterial (mesh, geometryHandle, handle); 
		int indexCount = NewtonMeshMaterialGetIndexCount (mesh, geometryHandle, handle); 

		DemoSubMesh* const segment = AddSubMesh();

		segment->m_textureHandle = (GLuint)material;
		segment->SetOpacity(opacity);

		segment->AllocIndexData (indexCount);
		NewtonMeshMaterialGetIndexStream (mesh, geometryHandle, handle, (int*)segment->m_indexes); 
	}
	NewtonMeshEndHandle (mesh, geometryHandle); 

	// destroy helper mesh
	NewtonMeshDestroy(mesh);

	// optimize this mesh for hardware buffers if possible
	OptimizeForRender ();
}