| 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 | |
| 31 | #ifndef PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H |
| 32 | #define PX_PHYSICS_EXTENSIONS_RIGIDACTOR_H |
| 33 | /** \addtogroup extensions |
| 34 | @{ |
| 35 | */ |
| 36 | |
| 37 | #include "PxPhysXConfig.h" |
| 38 | #include "PxPhysics.h" |
| 39 | #include "PxRigidActor.h" |
| 40 | |
| 41 | #if !PX_DOXYGEN |
| 42 | namespace physx |
| 43 | { |
| 44 | #endif |
| 45 | |
| 46 | /** |
| 47 | \brief utility functions for use with PxRigidActor and subclasses |
| 48 | |
| 49 | @see PxRigidActor PxRigidStatic PxRigidBody PxRigidDynamic PxArticulationLink |
| 50 | */ |
| 51 | |
| 52 | class PxRigidActorExt |
| 53 | { |
| 54 | public: |
| 55 | |
| 56 | /** |
| 57 | \brief Creates a new shape with default properties and a list of materials and adds it to the list of shapes of this actor. |
| 58 | |
| 59 | This is equivalent to the following |
| 60 | |
| 61 | PxShape* shape(...) = PxGetPhysics().createShape(...); // reference count is 1 |
| 62 | actor->attachShape(shape); // increments reference count |
| 63 | shape->release(); // releases user reference, leaving reference count at 1 |
| 64 | |
| 65 | As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted. |
| 66 | |
| 67 | \note The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see #PxShapeFlag). |
| 68 | Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for |
| 69 | non-kinematic PxRigidDynamic instances. |
| 70 | |
| 71 | \note Creating compounds with a very large number of shapes may adversely affect performance and stability. |
| 72 | |
| 73 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 74 | |
| 75 | \param[in] actor the actor to which to attach the shape |
| 76 | \param[in] geometry the geometry of the shape |
| 77 | \param[in] materials a pointer to an array of material pointers |
| 78 | \param[in] materialCount the count of materials |
| 79 | \param[in] shapeFlags optional PxShapeFlags |
| 80 | |
| 81 | \return The newly created shape. |
| 82 | |
| 83 | @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape() |
| 84 | */ |
| 85 | |
| 86 | static PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, PxMaterial*const* materials, PxU16 materialCount, |
| 87 | PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) |
| 88 | { |
| 89 | PxShape* shape = PxGetPhysics().createShape(geometry, materials, materialCount, isExclusive: true, shapeFlags); |
| 90 | if(shape) |
| 91 | { |
| 92 | bool status = actor.attachShape(shape&: *shape); // attach can fail, if e.g. we try and attach a trimesh simulation shape to a dynamic actor |
| 93 | shape->release(); // if attach fails, we hold the only counted reference, and so this cleans up properly |
| 94 | if(!status) |
| 95 | shape = NULL; |
| 96 | } |
| 97 | return shape; |
| 98 | } |
| 99 | |
| 100 | /** |
| 101 | \brief Creates a new shape with default properties and a single material adds it to the list of shapes of this actor. |
| 102 | |
| 103 | This is equivalent to the following |
| 104 | |
| 105 | PxShape* shape(...) = PxGetPhysics().createShape(...); // reference count is 1 |
| 106 | actor->attachShape(shape); // increments reference count |
| 107 | shape->release(); // releases user reference, leaving reference count at 1 |
| 108 | |
| 109 | As a consequence, detachShape() will result in the release of the last reference, and the shape will be deleted. |
| 110 | |
| 111 | \note The default shape flags to be set are: eVISUALIZATION, eSIMULATION_SHAPE, eSCENE_QUERY_SHAPE (see #PxShapeFlag). |
| 112 | Triangle mesh, heightfield or plane geometry shapes configured as eSIMULATION_SHAPE are not supported for |
| 113 | non-kinematic PxRigidDynamic instances. |
| 114 | |
| 115 | \note Creating compounds with a very large number of shapes may adversely affect performance and stability. |
| 116 | |
| 117 | <b>Sleeping:</b> Does <b>NOT</b> wake the actor up automatically. |
| 118 | |
| 119 | \param[in] actor the actor to which to attach the shape |
| 120 | \param[in] geometry the geometry of the shape |
| 121 | \param[in] material the material for the shape |
| 122 | \param[in] shapeFlags optional PxShapeFlags |
| 123 | |
| 124 | \return The newly created shape. |
| 125 | |
| 126 | @see PxShape PxShape::release(), PxPhysics::createShape(), PxRigidActor::attachShape() |
| 127 | */ |
| 128 | |
| 129 | static PX_FORCE_INLINE PxShape* createExclusiveShape(PxRigidActor& actor, const PxGeometry& geometry, const PxMaterial& material, |
| 130 | PxShapeFlags shapeFlags = PxShapeFlag::eVISUALIZATION | PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE) |
| 131 | { |
| 132 | PxMaterial* materialPtr = const_cast<PxMaterial*>(&material); |
| 133 | return createExclusiveShape(actor, geometry, materials: &materialPtr, materialCount: 1, shapeFlags); |
| 134 | } |
| 135 | |
| 136 | |
| 137 | /** |
| 138 | \brief Gets a list of bounds based on shapes in rigid actor. This list can be used to cook/create |
| 139 | bounding volume hierarchy though PxCooking API. |
| 140 | |
| 141 | \param[in] actor The actor from which the bounds list is retrieved. |
| 142 | \param[out] numBounds Number of bounds in returned list. |
| 143 | |
| 144 | @see PxShape PxBVHStructure PxCooking::createBVHStructure PxCooking::cookBVHStructure |
| 145 | */ |
| 146 | static PxBounds3* getRigidActorShapeLocalBoundsList(const PxRigidActor& actor, PxU32& numBounds); |
| 147 | |
| 148 | }; |
| 149 | |
| 150 | #if !PX_DOXYGEN |
| 151 | } // namespace physx |
| 152 | #endif |
| 153 | |
| 154 | /** @} */ |
| 155 | #endif |
| 156 | |