| 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 GU_CONTACTBUFFER_H | 
| 31 | #define GU_CONTACTBUFFER_H | 
| 32 |  | 
| 33 | #include "geomutils/GuContactPoint.h" | 
| 34 | #include "PxPhysXConfig.h" | 
| 35 | #include "PxContact.h" | 
| 36 |  | 
| 37 | namespace physx | 
| 38 | { | 
| 39 | namespace Gu | 
| 40 | { | 
| 41 |  | 
| 42 | 	struct NarrowPhaseParams | 
| 43 | 	{ | 
| 44 | 		PX_FORCE_INLINE	NarrowPhaseParams(PxReal contactDistance, PxReal meshContactMargin, PxReal toleranceLength) : | 
| 45 | 				mContactDistance(contactDistance), | 
| 46 | 				mMeshContactMargin(meshContactMargin), | 
| 47 | 				mToleranceLength(toleranceLength)	{} | 
| 48 |  | 
| 49 | 		PxReal	mContactDistance; | 
| 50 | 		PxReal	mMeshContactMargin;	// PT: Margin used to generate mesh contacts. Temp & unclear, should be removed once GJK is default path. | 
| 51 | 		PxReal	mToleranceLength;	// PT: copy of PxTolerancesScale::length | 
| 52 | 	}; | 
| 53 |  | 
| 54 | //sizeof(SavedContactData)/sizeof(PxU32) = 17, 1088/17 = 64 triangles in the local array | 
| 55 | #define LOCAL_CONTACTS_SIZE		1088 | 
| 56 |  | 
| 57 | class ContactBuffer | 
| 58 | { | 
| 59 | public: | 
| 60 |  | 
| 61 | 	static const PxU32 MAX_CONTACTS = 64; | 
| 62 |  | 
| 63 | 	Gu::ContactPoint	contacts[MAX_CONTACTS]; | 
| 64 | 	PxU32				count; | 
| 65 | 	PxU32				pad; | 
| 66 |  | 
| 67 | 	PX_FORCE_INLINE void reset() | 
| 68 | 	{ | 
| 69 | 		count = 0; | 
| 70 | 	} | 
| 71 |  | 
| 72 | 	PX_FORCE_INLINE bool contact(const PxVec3& worldPoint,  | 
| 73 | 				 const PxVec3& worldNormalIn,  | 
| 74 | 				 PxReal separation,  | 
| 75 | 				 PxU32 faceIndex1 = PXC_CONTACT_NO_FACE_INDEX | 
| 76 | 				 ) | 
| 77 | 	{ | 
| 78 | 		PX_ASSERT(PxAbs(worldNormalIn.magnitude()-1)<1e-3f); | 
| 79 |  | 
| 80 | 		if(count>=MAX_CONTACTS) | 
| 81 | 			return false; | 
| 82 |  | 
| 83 | 		Gu::ContactPoint& p	= contacts[count++]; | 
| 84 | 		p.normal			= worldNormalIn; | 
| 85 | 		p.point				= worldPoint; | 
| 86 | 		p.separation		= separation; | 
| 87 | 		p.internalFaceIndex1= faceIndex1; | 
| 88 | 		return true; | 
| 89 | 	} | 
| 90 |  | 
| 91 | 	PX_FORCE_INLINE bool contact(const PxVec3& worldPoint, | 
| 92 | 		const PxVec3& worldNormalIn, | 
| 93 | 		PxReal separation, | 
| 94 | 		PxU16 internalUsage, | 
| 95 | 		PxU32 faceIndex1 = PXC_CONTACT_NO_FACE_INDEX | 
| 96 | 		) | 
| 97 | 	{ | 
| 98 | 		PX_ASSERT(PxAbs(worldNormalIn.magnitude() - 1)<1e-3f); | 
| 99 |  | 
| 100 | 		if (count >= MAX_CONTACTS) | 
| 101 | 			return false; | 
| 102 |  | 
| 103 | 		Gu::ContactPoint& p = contacts[count++]; | 
| 104 | 		p.normal = worldNormalIn; | 
| 105 | 		p.point = worldPoint; | 
| 106 | 		p.separation = separation; | 
| 107 | 		p.internalFaceIndex1 = faceIndex1; | 
| 108 | 		p.forInternalUse = internalUsage; | 
| 109 | 		return true; | 
| 110 | 	} | 
| 111 |  | 
| 112 | 	PX_FORCE_INLINE bool contact(const Gu::ContactPoint & pt) | 
| 113 | 	{ | 
| 114 | 		if(count>=MAX_CONTACTS) | 
| 115 | 			return false; | 
| 116 | 		contacts[count++] = pt; | 
| 117 | 		return true; | 
| 118 | 	} | 
| 119 |  | 
| 120 | 	PX_FORCE_INLINE Gu::ContactPoint* contact() | 
| 121 | 	{ | 
| 122 | 		if(count>=MAX_CONTACTS) | 
| 123 | 			return NULL; | 
| 124 | 		return &contacts[count++]; | 
| 125 | 	} | 
| 126 | }; | 
| 127 |  | 
| 128 | } | 
| 129 | } | 
| 130 |  | 
| 131 | #endif | 
| 132 |  |