| 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 |  |