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C++ PxScene::getRenderBuffer方法代码示例

本文整理汇总了C++中PxScene::getRenderBuffer方法的典型用法代码示例。如果您正苦于以下问题:C++ PxScene::getRenderBuffer方法的具体用法?C++ PxScene::getRenderBuffer怎么用?C++ PxScene::getRenderBuffer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PxScene的用法示例。


在下文中一共展示了PxScene::getRenderBuffer方法的2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: AddDebugLines

/** Add any debug lines from the physics scene to the supplied line batcher. */
void FPhysScene::AddDebugLines(uint32 SceneType, class ULineBatchComponent* LineBatcherToUse)
{
	check(SceneType < NumPhysScenes);

	if (LineBatcherToUse)
	{
#if WITH_PHYSX
		// Render PhysX debug data
		PxScene* PScene = GetPhysXScene(SceneType);
		const PxRenderBuffer& DebugData = PScene->getRenderBuffer();
		BatchPxRenderBufferLines(*LineBatcherToUse, DebugData);
#if WITH_APEX
		// Render APEX debug data
		NxApexScene* ApexScene = GetApexScene(SceneType);
		const PxRenderBuffer* RenderBuffer = ApexScene->getRenderBuffer();
		if (RenderBuffer != NULL)
		{
			BatchPxRenderBufferLines(*LineBatcherToUse, *RenderBuffer);
			ApexScene->updateRenderResources();
		}
#endif	// WITH_APEX
#endif	// WITH_PHYSX
	}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:25,代码来源:PhysScene.cpp

示例2: GuContactSphereHeightFieldShared


//.........这里部分代码省略.........

				for(PxU32 pi = 0; pi < npcp; pi++)
				{
					PX_ASSERT(closestFeatures[pi] != 0xffffffff);
					const PxVec3 d = sphereInHfShape - closestPoints[pi];

					if (hf.isDeltaHeightOppositeExtent(d.y)) // See if we are 'above' the heightfield
					{
						const PxReal dMagSq = d.magnitudeSquared();

						if (dMagSq > inflatedRadiusSquared) 
							// Too far above
							continue;

						PxReal dMag = -1.0f; // dMag is sqrt(sMadSq) and comes up as a byproduct of other calculations in computePointNormal
						PxVec3 n; // n is in world space, rotated by transform1
						PxU32 featureType = HFU::getFeatureType(closestFeatures[pi]);
						if (featureType == HFU::eEDGE)
						{
							PxU32 edgeIndex = HFU::getFeatureIndex(closestFeatures[pi]);
							PxU32 adjFaceIndices[2];
							const PxU32 adjFaceCount = hf.getEdgeTriangleIndices(edgeIndex, adjFaceIndices);
							PxVec3 origin;
							PxVec3 direction;
							const PxU32 vertexIndex = edgeIndex / 3;
							const PxU32 row			= vertexIndex / nbColumns;
							const PxU32 col			= vertexIndex % nbColumns;
							hfUtil.getEdge(edgeIndex, vertexIndex, row, col, origin, direction);
							n = hfUtil.computePointNormal(
									hfGeom.heightFieldFlags, d, transform1, dMagSq,
									closestPoints[pi].x, closestPoints[pi].z, epsSqr, dMag);
							PxVec3 localN = transform1.rotateInv(n);
							// clamp the edge's normal to its Voronoi region
							for (PxU32 j = 0; j < adjFaceCount; j++)
							{
								const PxVec3 adjNormal = hfUtil.hf2shapen(hf.getTriangleNormalInternal(adjFaceIndices[j])).getNormalized();
								PxU32 triCell = adjFaceIndices[j] >> 1;
								PxU32 triRow = triCell/hf.getNbColumnsFast();
								PxU32 triCol = triCell%hf.getNbColumnsFast();
								PxVec3 tv0, tv1, tv2, tvc;
								hf.getTriangleVertices(adjFaceIndices[j], triRow, triCol, tv0, tv1, tv2);
								tvc = hfUtil.hf2shapep((tv0+tv1+tv2)/3.0f); // compute adjacent triangle center
								PxVec3 perp = adjNormal.cross(direction).getNormalized(); // adj face normal cross edge dir
								if (perp.dot(tvc-origin) < 0.0f) // make sure perp is pointing toward the center of the triangle
									perp = -perp;
								// perp is now a vector sticking out of the edge of the triangle (also the test edge) pointing toward the center
								// perpendicular to the normal (in triangle plane)
								if (perp.dot(localN) > 0.0f) // if the normal is in perp halfspace, clamp it to Voronoi region
								{
									n = transform1.rotate(adjNormal);
									break;
								}
							}
						} else if(featureType == HFU::eVERTEX)
						{
							// AP: these contacts are rare so hopefully it's ok
							const PxU32 bufferCount = contactBuffer.count;
							const PxU32 vertIndex = HFU::getFeatureIndex(closestFeatures[pi]);
							EdgeData adjEdges[8];
							const PxU32 row = vertIndex / nbColumns;
							const PxU32 col = vertIndex % nbColumns;
							const PxU32 numAdjEdges = ::getVertexEdgeIndices(hf, vertIndex, row, col, adjEdges);
							for (PxU32 iPrevEdgeContact = numFaceContacts; iPrevEdgeContact < bufferCount; iPrevEdgeContact++)
							{
								if (contactBuffer.contacts[iPrevEdgeContact].forInternalUse != HFU::eEDGE)
									continue; // skip non-edge contacts (can be other vertex contacts)

								for (PxU32 iAdjEdge = 0; iAdjEdge < numAdjEdges; iAdjEdge++)
									// does adjacent edge index for this vertex match a previously encountered edge index?
									if (adjEdges[iAdjEdge].edgeIndex == contactBuffer.contacts[iPrevEdgeContact].internalFaceIndex1)
									{
										// if so, clamp the normal for this vertex to that edge's normal
										n = contactBuffer.contacts[iPrevEdgeContact].normal;
										dMag = PxSqrt(dMagSq);
										break;
									}
							}
						}

						if (dMag == -1.0f)
							n = hfUtil.computePointNormal(hfGeom.heightFieldFlags, d, transform1,
								dMagSq, closestPoints[pi].x, closestPoints[pi].z, epsSqr, dMag);

						PxVec3 p = transform0.p - n * radius;
							#if DEBUG_RENDER_HFCONTACTS
							printf("n=%.5f %.5f %.5f;  ", n.x, n.y, n.z);
							if (n.y < 0.8f)
								int a = 1;
							PxScene *s; PxGetPhysics().getScenes(&s, 1, 0);
							Cm::RenderOutput((Cm::RenderBuffer&)s->getRenderBuffer()) << Cm::RenderOutput::LINES << PxDebugColor::eARGB_BLUE // red
								<< p << (p + n * 10.0f);
							#endif

						// temporarily use the internalFaceIndex0 slot in the contact buffer for featureType
	 					contactBuffer.contact(
							p, n, dMag - radius, PxU16(featureType), HFU::getFeatureIndex(closestFeatures[pi]));	
					}
				}
			}
		}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:GuLegacyContactSphereHeightField.cpp


注:本文中的PxScene::getRenderBuffer方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。