コード例 #1
0
void Actor::attachBasedOnFlags(base::Compound* c)
{
	PxBounds3 b; 
	c->getLocalBounds(b);
	// Determine sheet face
	if (mSheetFracture)
	{
		PxVec3 dim = b.getDimensions();
		if ( dim.x < dim.y && dim.x < dim.z )
		{
			((Compound*)c)->mNormal = PxVec3(1.f,0.f,0.f);
		}
		else if ( dim.y < dim.x && dim.y < dim.z )
		{
			((Compound*)c)->mNormal = PxVec3(0.f,1.f,0.f);
		}
		else
		{
			((Compound*)c)->mNormal = PxVec3(0.f,0.f,1.f);
		}
	}
	// Attach
	const float w = 0.01f*b.getDimensions().maxElement();
	nvidia::Array<PxBounds3> bounds;
	bounds.reserve(6);
	if (mAttachmentFlags.posX)
	{
		PxBounds3 a(b);
		a.minimum.x = a.maximum.x-w;
		bounds.pushBack(a);
	}
	if (mAttachmentFlags.negX)
	{
		PxBounds3 a(b);
		a.maximum.x = a.minimum.x+w;
		bounds.pushBack(a);
	}
	if (mAttachmentFlags.posY)
	{
		PxBounds3 a(b);
		a.minimum.y = a.maximum.y-w;
		bounds.pushBack(a);
	}
	if (mAttachmentFlags.negY)
	{
		PxBounds3 a(b);
		a.maximum.y = a.minimum.y+w;
		bounds.pushBack(a);
	}
	if (mAttachmentFlags.posZ)
	{
		PxBounds3 a(b);
		a.minimum.z = a.maximum.z-w;
		bounds.pushBack(a);
	}
	if (mAttachmentFlags.negZ)
	{
		PxBounds3 a(b);
		a.maximum.z = a.minimum.z+w;
		bounds.pushBack(a);
	}
	c->attachLocal(bounds);
}
コード例 #2
0
	//////////////////////////////////////////////////////////////////////////
	// checks if points form a valid AABB cube, if not construct a default CUBE
	static bool checkPointsAABBValidity(PxU32 numPoints, const PxVec3* points, PxU32 stride , float distanceEpsilon,
		float resizeValue, PxVec3& center, PxVec3& scale, PxU32& vcount, PxVec3* vertices, bool fCheck = false)
	{
		const char* vtx = reinterpret_cast<const char *> (points);
		PxBounds3 bounds;
		bounds.setEmpty();

		// get the bounding box		
		for (PxU32 i = 0; i < numPoints; i++)
		{
			const PxVec3& p = *reinterpret_cast<const PxVec3 *> (vtx);
			vtx += stride;

			bounds.include(p);
		}

		PxVec3 dim = bounds.getDimensions();
		center = bounds.getCenter();

		// special case, the AABB is very thin or user provided us with only input 2 points
		// we construct an AABB cube and return it
		if ( dim.x < distanceEpsilon || dim.y < distanceEpsilon || dim.z < distanceEpsilon || numPoints < 3 )
		{
			float len = FLT_MAX;

			// pick the shortest size bigger than the distance epsilon
			if ( dim.x > distanceEpsilon && dim.x < len ) 
				len = dim.x;
			if ( dim.y > distanceEpsilon && dim.y < len ) 
				len = dim.y;
			if ( dim.z > distanceEpsilon && dim.z < len ) 
				len = dim.z;

			// if the AABB is small in all dimensions, resize it
			if ( len == FLT_MAX )
			{
				dim = PxVec3(resizeValue);
			}
			// if one edge is small, set to 1/5th the shortest non-zero edge.
			else
			{
				if ( dim.x < distanceEpsilon )
					dim.x = len * 0.05f;
				else
					dim.x *= 0.5f;
				if ( dim.y < distanceEpsilon )
					dim.y = len * 0.05f;
				else
					dim.y *= 0.5f;
				if ( dim.z < distanceEpsilon ) 
					dim.z = len * 0.05f;
				else
					dim.z *= 0.5f;
			}

			// construct the AABB
			const PxVec3 extPos = center + dim;
			const PxVec3 extNeg = center - dim;

			if(fCheck)
				vcount = 0;

			vertices[vcount++] = extNeg;			
			vertices[vcount++] = PxVec3(extPos.x,extNeg.y,extNeg.z);
			vertices[vcount++] = PxVec3(extPos.x,extPos.y,extNeg.z);			
			vertices[vcount++] = PxVec3(extNeg.x,extPos.y,extNeg.z);			
			vertices[vcount++] = PxVec3(extNeg.x,extNeg.y,extPos.z);			
			vertices[vcount++] = PxVec3(extPos.x,extNeg.y,extPos.z);			
			vertices[vcount++] = extPos;			
			vertices[vcount++] = PxVec3(extNeg.x,extPos.y,extPos.z);			
			return true; // return cube
		}
		else
		{
			scale = dim;
		}
		return false;
	}