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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 | |