| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | #ifndef PX_RAYCAST_CCD_H |
| 31 | #define PX_RAYCAST_CCD_H |
| 32 | /** \addtogroup extensions |
| 33 | @{ |
| 34 | */ |
| 35 | |
| 36 | #include "common/PxPhysXCommonConfig.h" |
| 37 | #include "foundation/PxVec3.h" |
| 38 | |
| 39 | #if !PX_DOXYGEN |
| 40 | namespace physx |
| 41 | { |
| 42 | #endif |
| 43 | |
| 44 | class PxScene; |
| 45 | class PxShape; |
| 46 | class PxRigidDynamic; |
| 47 | class RaycastCCDManagerInternal; |
| 48 | |
| 49 | /** |
| 50 | \brief Raycast-CCD manager. |
| 51 | |
| 52 | Raycast-CCD is a simple and potentially cheaper alternative to the SDK's built-in continuous collision detection algorithm. |
| 53 | |
| 54 | This implementation has some limitations: |
| 55 | - it is only implemented for PxRigidDynamic objects (not for PxArticulationLink) |
| 56 | - it is only implemented for simple actors with 1 shape (not for "compounds") |
| 57 | |
| 58 | Also, since it is raycast-based, the solution is not perfect. In particular: |
| 59 | - small dynamic objects can still go through the static world if the ray goes through a crack between edges, or a small |
| 60 | hole in the world (like the keyhole from a door). |
| 61 | - dynamic-vs-dynamic CCD is very approximate. It only works well for fast-moving dynamic objects colliding against |
| 62 | slow-moving dynamic objects. |
| 63 | |
| 64 | Finally, since it is using the SDK's scene queries under the hood, it only works provided the simulation shapes also have |
| 65 | scene-query shapes associated with them. That is, if the objects in the scene only use PxShapeFlag::eSIMULATION_SHAPE |
| 66 | (and no PxShapeFlag::eSCENE_QUERY_SHAPE), then the raycast-CCD system will not work. |
| 67 | */ |
| 68 | class RaycastCCDManager |
| 69 | { |
| 70 | public: |
| 71 | RaycastCCDManager(PxScene* scene); |
| 72 | ~RaycastCCDManager(); |
| 73 | |
| 74 | /** |
| 75 | \brief Register dynamic object for raycast CCD. |
| 76 | |
| 77 | \param[in] actor object's actor |
| 78 | \param[in] shape object's shape |
| 79 | |
| 80 | \return True if success |
| 81 | */ |
| 82 | bool registerRaycastCCDObject(PxRigidDynamic* actor, PxShape* shape); |
| 83 | |
| 84 | /** |
| 85 | \brief Perform raycast CCD. Call this after your simulate/fetchResults calls. |
| 86 | |
| 87 | \param[in] doDynamicDynamicCCD True to enable dynamic-vs-dynamic CCD (more expensive, not always needed) |
| 88 | */ |
| 89 | void doRaycastCCD(bool doDynamicDynamicCCD); |
| 90 | |
| 91 | private: |
| 92 | RaycastCCDManagerInternal* mImpl; |
| 93 | }; |
| 94 | |
| 95 | #if !PX_DOXYGEN |
| 96 | } // namespace physx |
| 97 | #endif |
| 98 | |
| 99 | /** @} */ |
| 100 | #endif |
| 101 | |