| 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_SCP_SHAPECORE |
| 32 | #define PX_PHYSICS_SCP_SHAPECORE |
| 33 | |
| 34 | #include "PsUserAllocated.h" |
| 35 | #include "GuGeometryUnion.h" |
| 36 | #include "PxvGeometry.h" |
| 37 | #include "PsUtilities.h" |
| 38 | #include "PxFiltering.h" |
| 39 | #include "PxShape.h" |
| 40 | |
| 41 | namespace physx |
| 42 | { |
| 43 | class PxShape; |
| 44 | |
| 45 | namespace Sc |
| 46 | { |
| 47 | class Scene; |
| 48 | class RigidCore; |
| 49 | class BodyCore; |
| 50 | class ShapeSim; |
| 51 | class MaterialCore; |
| 52 | |
| 53 | class ShapeCore : public Ps::UserAllocated |
| 54 | { |
| 55 | //= ATTENTION! ===================================================================================== |
| 56 | // Changing the data layout of this class breaks the binary serialization format. See comments for |
| 57 | // PX_BINARY_SERIAL_VERSION. If a modification is required, please adjust the getBinaryMetaData |
| 58 | // function. If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION |
| 59 | // accordingly. |
| 60 | //================================================================================================== |
| 61 | public: |
| 62 | // PX_SERIALIZATION |
| 63 | ShapeCore(const PxEMPTY); |
| 64 | void (PxSerializationContext& stream); |
| 65 | void (PxDeserializationContext& context); |
| 66 | void resolveReferences(PxDeserializationContext& context); |
| 67 | static void getBinaryMetaData(PxOutputStream& stream); |
| 68 | void resolveMaterialReference(PxU32 materialTableIndex, PxU16 materialIndex); |
| 69 | //~PX_SERIALIZATION |
| 70 | |
| 71 | ShapeCore(const PxGeometry& geometry, |
| 72 | PxShapeFlags shapeFlags, |
| 73 | const PxU16* materialIndices, |
| 74 | PxU16 materialCount); |
| 75 | |
| 76 | ~ShapeCore(); |
| 77 | |
| 78 | PX_FORCE_INLINE PxGeometryType::Enum getGeometryType() const { return mCore.geometry.getType(); } |
| 79 | PxShape* getPxShape(); |
| 80 | const PxShape* getPxShape() const; |
| 81 | |
| 82 | PX_FORCE_INLINE const Gu::GeometryUnion& getGeometryUnion() const { return mCore.geometry; } |
| 83 | PX_FORCE_INLINE const PxGeometry& getGeometry() const { return mCore.geometry.getGeometry(); } |
| 84 | void setGeometry(const PxGeometry& geom); |
| 85 | |
| 86 | PxU16 getNbMaterialIndices() const; |
| 87 | const PxU16* getMaterialIndices() const; |
| 88 | void setMaterialIndices(const PxU16* materialIndices, PxU16 materialIndexCount); |
| 89 | |
| 90 | PX_FORCE_INLINE const PxTransform& getShape2Actor() const { return mCore.transform; } |
| 91 | PX_FORCE_INLINE void setShape2Actor(const PxTransform& s2b) { mCore.transform = s2b; } |
| 92 | |
| 93 | PX_FORCE_INLINE const PxFilterData& getSimulationFilterData() const { return mSimulationFilterData; } |
| 94 | PX_FORCE_INLINE void setSimulationFilterData(const PxFilterData& data) { mSimulationFilterData = data; } |
| 95 | |
| 96 | // PT: this one doesn't need double buffering |
| 97 | PX_FORCE_INLINE const PxFilterData& getQueryFilterData() const { return mQueryFilterData; } |
| 98 | PX_FORCE_INLINE void setQueryFilterData(const PxFilterData& data) { mQueryFilterData = data; } |
| 99 | |
| 100 | PX_FORCE_INLINE PxReal getContactOffset() const { return mCore.contactOffset; } |
| 101 | PX_FORCE_INLINE void setContactOffset(PxReal offset) { mCore.contactOffset = offset; } |
| 102 | |
| 103 | PX_FORCE_INLINE PxReal getRestOffset() const { return mRestOffset; } |
| 104 | PX_FORCE_INLINE void setRestOffset(PxReal offset) { mRestOffset = offset; } |
| 105 | |
| 106 | PX_FORCE_INLINE PxReal getTorsionalPatchRadius() const { return mTorsionalRadius; } |
| 107 | PX_FORCE_INLINE void setTorsionalPatchRadius(PxReal tpr) { mTorsionalRadius = tpr; } |
| 108 | |
| 109 | PX_FORCE_INLINE PxReal getMinTorsionalPatchRadius() const {return mMinTorsionalPatchRadius; } |
| 110 | PX_FORCE_INLINE void setMinTorsionalPatchRadius(PxReal radius) { mMinTorsionalPatchRadius = radius; } |
| 111 | |
| 112 | PX_FORCE_INLINE PxShapeFlags getFlags() const { return PxShapeFlags(mCore.mShapeFlags); } |
| 113 | PX_FORCE_INLINE void setFlags(PxShapeFlags f) { mCore.mShapeFlags = f; } |
| 114 | |
| 115 | static PX_FORCE_INLINE size_t getCoreOffset() { return PX_OFFSET_OF(ShapeCore, mCore); } |
| 116 | |
| 117 | PX_FORCE_INLINE const PxsShapeCore& getCore() const { return mCore; } |
| 118 | |
| 119 | static PX_FORCE_INLINE ShapeCore& getCore(PxsShapeCore& core) |
| 120 | { |
| 121 | return *reinterpret_cast<ShapeCore*>(reinterpret_cast<PxU8*>(&core) - getCoreOffset()); |
| 122 | } |
| 123 | |
| 124 | protected: |
| 125 | PxFilterData mQueryFilterData; // Query filter data PT: TODO: consider moving this to SceneQueryShapeData |
| 126 | PxFilterData mSimulationFilterData; // Simulation filter data |
| 127 | PxsShapeCore PX_ALIGN(16, mCore); |
| 128 | PxReal mRestOffset; // same as the API property of the same name |
| 129 | PxReal mTorsionalRadius; |
| 130 | PxReal mMinTorsionalPatchRadius; |
| 131 | }; |
| 132 | |
| 133 | } // namespace Sc |
| 134 | |
| 135 | |
| 136 | } |
| 137 | |
| 138 | #endif |
| 139 | |