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C++ PxBounds3::setEmpty方法代码示例

本文整理汇总了C++中PxBounds3::setEmpty方法的典型用法代码示例。如果您正苦于以下问题:C++ PxBounds3::setEmpty方法的具体用法?C++ PxBounds3::setEmpty怎么用?C++ PxBounds3::setEmpty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PxBounds3的用法示例。


在下文中一共展示了PxBounds3::setEmpty方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: cellBoundsNew

void physx::Pt::collideCellsWithStaticMesh(ParticleCollData* collData, const LocalCellHash& localCellHash,
                                           const GeometryUnion& meshShape, const PxTransform& world2Shape,
                                           const PxTransform& shape2World, PxReal /*cellSize*/,
                                           PxReal /*collisionRange*/, PxReal proxRadius, const PxVec3& /*packetCorner*/)
{
	PX_ASSERT(collData);
	PX_ASSERT(localCellHash.isHashValid);
	PX_ASSERT(localCellHash.numParticles <= PT_SUBPACKET_PARTICLE_LIMIT_COLLISION);
	PX_ASSERT(localCellHash.numHashEntries <= PT_LOCAL_HASH_SIZE_MESH_COLLISION);

	const PxTriangleMeshGeometryLL& meshShapeData = meshShape.get<const PxTriangleMeshGeometryLL>();

	const TriangleMesh* meshData = meshShapeData.meshData;
	PX_ASSERT(meshData);

	// mesh bounds in world space (conservative)
	const PxBounds3 shapeBounds =
	    meshData->getLocalBoundsFast().transformSafe(world2Shape.getInverse() * meshShapeData.scale);

	const bool idtScaleMesh = meshShapeData.scale.isIdentity();

	Cm::FastVertex2ShapeScaling meshScaling;
	if(!idtScaleMesh)
		meshScaling.init(meshShapeData.scale);

	// process the particle cells
	for(PxU32 c = 0; c < localCellHash.numHashEntries; c++)
	{
		const ParticleCell& cell = localCellHash.hashEntries[c];

		if(cell.numParticles == PX_INVALID_U32)
			continue;

		PxBounds3 cellBounds;

		cellBounds.setEmpty();
		PxBounds3 cellBoundsNew(PxBounds3::empty());

		PxU32* it = localCellHash.particleIndices + cell.firstParticle;
		const PxU32* end = it + cell.numParticles;
		for(; it != end; it++)
		{
			const ParticleCollData& particle = collData[*it];
			cellBounds.include(particle.oldPos);
			cellBoundsNew.include(particle.newPos);
		}
		PX_ASSERT(!cellBoundsNew.isEmpty());
		cellBoundsNew.fattenFast(proxRadius);
		cellBounds.include(cellBoundsNew);

		if(!cellBounds.intersects(shapeBounds))
			continue; // early out if (inflated) cell doesn't intersect mesh bounds

		// opcode query: cell bounds against shape bounds in unscaled mesh space
		PxcContactCellMeshCallback callback(collData, &(localCellHash.particleIndices[cell.firstParticle]),
		                                    cell.numParticles, *meshData, meshScaling, proxRadius, NULL, shape2World);
		testBoundsMesh(*meshData, world2Shape, meshScaling, idtScaleMesh, cellBounds, callback);
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:59,代码来源:PtCollisionMesh.cpp

示例2: ComputeGlobalBox

bool AABBTreeOfVerticesBuilder::ComputeGlobalBox(const PxU32* primitives, PxU32 nb_prims, PxBounds3& global_box) const
{
	// Checkings
	if(!primitives || !nb_prims)	return false;

	// Initialize global box
	global_box.setEmpty();

	// Loop through vertices
	for(PxU32 i=0;i<nb_prims;i++)
	{
		// Update global box
		global_box.include(mVertexArray[primitives[i]]);
	}
	return true;
}
开发者ID:rudysnow,项目名称:SimbiconPlatform,代码行数:16,代码来源:OPC_TreeBuilders.cpp

示例3: checkPointsAABBValidity

	//////////////////////////////////////////////////////////////////////////
	// 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;
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:80,代码来源:ConvexHullLib.cpp


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