Example #1
0
bool GameObject::CreateTriangleMesh( CPhysX const * pPhysX )
{
	bool bResult = false;
	if( pPhysX && pPhysX->GetPhysics() && !m_BufVertices.empty() && !m_BufIndices.empty() )
	{
		uint NumVerticies = m_BufVertices.size() / 3;
		uint NumTriangles = m_BufIndices.size()  / 3;

		//Create pointer for vertices
		physx::PxVec3* verts = new physx::PxVec3[ NumVerticies ];
		int ii = -1;

		for( uint i = 0; i < NumVerticies; ++i )
		{
			++ii;
			verts[ i ].x = m_BufVertices[   ii ];
			verts[ i ].y = m_BufVertices[ ++ii ];
			verts[ i ].z = m_BufVertices[ ++ii ];
		}

		//Create pointer for indices
		physx::PxU16 *tris = new physx::PxU16[ m_BufIndices.size() ];

		for( uint i = 0; i < m_BufIndices.size(); ++i )		
			tris[ i ] = m_BufIndices[ i ];

		// Build physical model
		physx::PxTriangleMeshDesc TriMeshDesc;

		TriMeshDesc.points.count  = NumVerticies;		
		TriMeshDesc.points.stride = sizeof(physx::PxVec3);
		TriMeshDesc.points.data	  = verts;

		TriMeshDesc.triangles.count  = NumTriangles;
		TriMeshDesc.triangles.stride = 3 * sizeof(physx::PxU16);	
		TriMeshDesc.triangles.data   = tris;

		TriMeshDesc.flags = physx::PxMeshFlag::e16_BIT_INDICES;// | physx::PxMeshFlag::eFLIPNORMALS;

		PxToolkit::MemoryOutputStream writeBuffer;
		PxCooking* pCooking = pPhysX->GetCooking();

		if( pCooking && TriMeshDesc.isValid() )
			if( pCooking->cookTriangleMesh( TriMeshDesc, writeBuffer ) )
			{
				PxToolkit::MemoryInputData readBuffer( writeBuffer.getData(), writeBuffer.getSize() );
				m_pTriangleMesh = pPhysX->GetPhysics()->createTriangleMesh( readBuffer );
				bResult = true;
			}

			delete[] verts;
			delete[] tris;
	}

	return bResult;
}
Example #2
0
PxTriangleMesh* PxToolkit::createTriangleMesh32(PxPhysics& physics, PxCooking& cooking, PxTriangleMeshDesc* meshDesc)
{
	PxToolkit::MemoryOutputStream writeBuffer;
	bool status = cooking.cookTriangleMesh(*meshDesc, writeBuffer);
	if(!status)
		return NULL;

	PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());
	return physics.createTriangleMesh(readBuffer);
}
Example #3
0
PxTriangleMesh* PxToolkit::createTriangleMesh32(PxPhysics& physics, PxCooking& cooking, const PxVec3* verts, PxU32 vertCount, const PxU32* indices32, PxU32 triCount)
{
	PxTriangleMeshDesc meshDesc;
	meshDesc.points.count			= vertCount;
	meshDesc.points.stride			= sizeof(PxVec3);
	meshDesc.points.data			= verts;

	meshDesc.triangles.count		= triCount;
	meshDesc.triangles.stride		= 3*sizeof(PxU32);
	meshDesc.triangles.data			= indices32;

	PxToolkit::MemoryOutputStream writeBuffer;
	bool status = cooking.cookTriangleMesh(meshDesc, writeBuffer);
	if(!status)
		return NULL;

	PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());
	return physics.createTriangleMesh(readBuffer);
}
Example #4
0
void Apex::LoadDynamicTriangleMesh(int numVerts, PxVec3* verts, ObjectInfo info)
{
	PxRigidDynamic* meshActor = mPhysics->createRigidDynamic(PxTransform::createIdentity());
	PxShape* meshShape, *convexShape;
	if(meshActor)
	{
		//meshActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, true);

		PxTriangleMeshDesc meshDesc;
		meshDesc.points.count           = numVerts;
		meshDesc.points.stride          = sizeof(PxVec3);
		meshDesc.points.data            = verts;

		//meshDesc.triangles.count        = numInds/3.;
		//meshDesc.triangles.stride       = 3*sizeof(int);
		//meshDesc.triangles.data         = inds;

		PxToolkit::MemoryOutputStream writeBuffer;
		bool status = mCooking->cookTriangleMesh(meshDesc, writeBuffer);
		if(!status)
			return;

		PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());

		PxTriangleMeshGeometry triGeom;
		triGeom.triangleMesh = mPhysics->createTriangleMesh(readBuffer);
		//triGeom.scale = PxMeshScale(PxVec3(info.sx,info.sy,info.sz),physx::PxQuat::createIdentity());
		
		meshShape = meshActor->createShape(triGeom, *defaultMaterial);
		//meshShape->setLocalPose(PxTransform(PxVec3(info.x,info.y,info.z)));
		meshShape->setFlag(PxShapeFlag::eUSE_SWEPT_BOUNDS, true);

		PxConvexMeshDesc convexDesc;
		convexDesc.points.count     = numVerts;
		convexDesc.points.stride    = sizeof(PxVec3);
		convexDesc.points.data      = verts;
		convexDesc.flags            = PxConvexFlag::eCOMPUTE_CONVEX;

		if(!convexDesc.isValid())
			return;
		PxToolkit::MemoryOutputStream buf;
		if(!mCooking->cookConvexMesh(convexDesc, buf))
			return;
		PxToolkit::MemoryInputData input(buf.getData(), buf.getSize());
		PxConvexMesh* convexMesh = mPhysics->createConvexMesh(input);
		PxConvexMeshGeometry convexGeom = PxConvexMeshGeometry(convexMesh);
		convexShape = meshActor->createShape(convexGeom, *defaultMaterial);
		//convexShape->setLocalPose(PxTransform(PxVec3(info.x,info.y,info.z)));
		//convexShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);

		
		convexShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
		meshShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, false);
		meshActor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC, false);

		meshActor->setGlobalPose(PxTransform(PxVec3(info.x,info.y,info.z), PxQuat(info.ry, PxVec3(0.0f,1.0f,0.0f))));
		mScene[mCurrentScene]->addActor(*meshActor);
		dynamicActors.push_back(meshActor);
	}
}
Example #5
0
void Apex::LoadTriangleMesh(int numVerts, PxVec3* verts, ObjectInfo info)
{
	PxRigidStatic* meshActor = mPhysics->createRigidStatic(PxTransform::createIdentity());
	PxShape* meshShape;
	if(meshActor)
	{
		
		PxTriangleMeshDesc meshDesc;
		meshDesc.points.count           = numVerts;
		meshDesc.points.stride          = sizeof(PxVec3);
		meshDesc.points.data            = verts;

		//meshDesc.triangles.count        = numInds/3.;
		//meshDesc.triangles.stride       = 3*sizeof(int);
		//meshDesc.triangles.data         = inds;

		PxToolkit::MemoryOutputStream writeBuffer;
		bool status = mCooking->cookTriangleMesh(meshDesc, writeBuffer);
		if(!status)
			return;

		PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize());

		PxTriangleMeshGeometry triGeom;
		triGeom.triangleMesh = mPhysics->createTriangleMesh(readBuffer);
		triGeom.scale = PxMeshScale(PxVec3(info.sx,info.sy,info.sz),physx::PxQuat::createIdentity());
		
		meshShape = meshActor->createShape(triGeom, *defaultMaterial);
		meshShape->setLocalPose(PxTransform(PxVec3(info.x,info.y,info.z), PxQuat(info.ry, PxVec3(0.0f,1.0f,0.0f))));
		meshShape->setFlag(PxShapeFlag::eUSE_SWEPT_BOUNDS, true);


		meshShape->setFlag(PxShapeFlag::eSIMULATION_SHAPE, true);
		

		mScene[mCurrentScene]->addActor(*meshActor);
	}
}