/
static_mesh_actor.cpp
107 lines (88 loc) · 1.93 KB
/
static_mesh_actor.cpp
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#include "precompiled.h"
#include "static_mesh_actor.h"
#include "file_stream.h"
#include <NxPhysics.h>
namespace frozenbyte {
namespace physics {
// ----------
// StaticMesh
// ----------
StaticMesh::StaticMesh(NxPhysicsSDK &sdk_, const char *filename)
: sdk(sdk_),
mesh(0)
{
InputPhysicsStream strm(filename);
if(strm.getSize() > 0)
{
mesh = sdk.createTriangleMesh(strm);
}
if (mesh == NULL)
{
//Logger::getInstance()->error("StaticMesh - Shit happens.");
//Logger::getInstance()->debug(filename);
//abort();
}
}
StaticMesh::~StaticMesh()
{
// FIXED: crash due to physics being deleted already at Game::endCombat()
//
if(mesh)
sdk.releaseTriangleMesh(*mesh);
}
// ---------------
// StaticMeshActor
// ---------------
StaticMeshActor::StaticMeshActor(NxScene &scene, const boost::shared_ptr<StaticMesh> &mesh_, const VC3 &position, const QUAT &rotation)
: mesh(mesh_)
{
if(!mesh)
return;
NxTriangleMeshShapeDesc triangleDesc;
triangleDesc.meshData = mesh->mesh;
triangleDesc.meshPagingMode = NX_MESH_PAGING_AUTO;
NxActorDesc actorDesc;
{
QUAT r = rotation.GetInverse();
NxQuat quat;
quat.setXYZW(r.x, r.y, r.z, r.w);
actorDesc.globalPose.M = quat;
actorDesc.globalPose.t = NxVec3(position.x, position.y, position.z);
}
actorDesc.shapes.pushBack(&triangleDesc);
actor = scene.createActor(actorDesc);
/*
if(actor)
{
shape = actor->getShapes()[0]->isTriangleMesh();
}
if(triangleDesc.meshData && actor && shape)
{
for(unsigned int i = 0; i < triangleDesc.meshData->getPageCount(); ++i)
{
shape->mapPageInstance(i);
}
}
*/
this->scene = &scene;
// TODO: is this ok?
// this was missing, so contacts did not work properly, added it... --jpk
init();
}
StaticMeshActor::~StaticMeshActor()
{
if(scene && actor)
{
scene->releaseActor(*actor);
actor = 0;
}
}
bool StaticMeshActor::isValid() const
{
//if(actor && shape)
if(actor)
return true;
return false;
}
} // physics
} // frozenbyte