Esempio n. 1
0
	bool getPCMConvexData(const Gu::GeometryUnion& shape, Cm::FastVertex2ShapeScaling& scaling, PxBounds3& bounds, PolygonalData& polyData)
	{
		const PxConvexMeshGeometryLL& shapeConvex = shape.get<const PxConvexMeshGeometryLL>();

		const bool idtScale = shapeConvex.scale.isIdentity();
		if(!idtScale)
			scaling.init(shapeConvex.scale);

		PX_ASSERT(!shapeConvex.hullData->mAABB.isEmpty());
		bounds = PxBounds3::transformFast(scaling.getVertex2ShapeSkew(), shapeConvex.hullData->mAABB);

		getPCMPolygonalData_Convex(&polyData, shapeConvex.hullData, scaling);

		return idtScale;
	}
Esempio n. 2
0
bool Gu::getConvexData(const Gu::GeometryUnion& shape, Cm::FastVertex2ShapeScaling& scaling, PxBounds3& bounds, PolygonalData& polyData)
{
	const PxConvexMeshGeometryLL& shapeConvex = shape.get<const PxConvexMeshGeometryLL>();

	const bool idtScale = shapeConvex.scale.isIdentity();
	if(!idtScale)
		scaling.init(shapeConvex.scale);

	// PT: this version removes all the FCMPs and almost all LHS. This is temporary until
	// the legacy 3x3 matrix totally vanishes but meanwhile do NOT do useless matrix conversions,
	// it's a perfect recipe for LHS.
	PX_ASSERT(!shapeConvex.hullData->mAABB.isEmpty());
	bounds = PxBounds3::transformFast(scaling.getVertex2ShapeSkew(), shapeConvex.hullData->mAABB);

	getPolygonalData_Convex(&polyData, shapeConvex.hullData, scaling);

	// PT: non-uniform scaling invalidates the "internal objects" optimization, since our internal sphere
	// might become an ellipsoid or something. Just disable the optimization if scaling is used...
	if(!idtScale)
		polyData.mInternal.reset();

	return idtScale;
}