| 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 | |