138 lines
4.4 KiB
C
138 lines
4.4 KiB
C
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// This code contains NVIDIA Confidential Information and is disclosed to you
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// under a form of NVIDIA software license agreement provided separately to you.
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//
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// Notice
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// NVIDIA Corporation and its licensors retain all intellectual property and
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// proprietary rights in and to this software and related documentation and
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// any modifications thereto. Any use, reproduction, disclosure, or
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// distribution of this software and related documentation without an express
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// license agreement from NVIDIA Corporation is strictly prohibited.
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//
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
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// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
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// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
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//
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// Information and code furnished is believed to be accurate and reliable.
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
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// information or for any infringement of patents or other rights of third parties that may
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// result from its use. No license is granted by implication or otherwise under any patent
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// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
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// This code supersedes and replaces all information previously supplied.
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// NVIDIA Corporation products are not authorized for use as critical
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// components in life support devices or systems without express written approval of
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// NVIDIA Corporation.
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//
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_PHYSICS_NX_CLOTH_COLLISION_DATA
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#define PX_PHYSICS_NX_CLOTH_COLLISION_DATA
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/** \addtogroup cloth
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@{
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*/
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#include "PxPhysX.h"
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#ifndef PX_DOXYGEN
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namespace physx
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{
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#endif
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/**
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\brief sphere representation used for cloth-capsule collision
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Cloth can collide with capsules. Each capsule is represented by \n
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a pair of spheres with possibly different radi.
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\see PxClothCollisionData
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*/
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struct PxClothCollisionSphere
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{
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PxVec3 pos; //!< position of the sphere
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PxReal radius; //!< radius of the sphere.
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};
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/**
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\brief plane representation used for cloth-convex collision
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Cloth can collide with convexes. Each convex is represented by \n
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a mask of the planes that make up the convex.
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\see PxClothCollisionData
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*/
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struct PxClothCollisionPlane
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{
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PxVec3 normal; //!< The normal to the plane
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PxReal distance; //!< The distance from the origin
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};
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/**
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\brief Collision data used for cloth-sphere and cloth-capsule collision
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This structure is used to define radius and position of all the collision spheres.
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Furthermore, it is possible to build collision capsules between the specified spheres by
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providing index pairs pointing into the sphere data array
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\note one can reuse the same sphere to create multiple capsules sharing the sphere. \n
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However, duplicating the same capsules will hurt the performance as well as the stability of the solver.
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*/
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class PxClothCollisionData
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{
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public:
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PxU32 numSpheres; //!< total number of spheres, no more than 32
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const PxClothCollisionSphere* spheres; //!< sphere data array
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PxU32 numPairs; //!< number of capsules, no more than 32
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const PxU32* pairIndexBuffer; //!< capsule indices (into the sphere data array)
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/**
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\brief constructor sets to default.
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*/
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PX_INLINE PxClothCollisionData();
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/**
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\brief (re)sets the structure to the default.
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*/
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PX_INLINE void setToDefault();
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/**
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\brief Returns true if the descriptor is valid.
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\return True if the current settings are valid
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*/
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PX_INLINE bool isValid() const;
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};
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PX_INLINE PxClothCollisionData::PxClothCollisionData()
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{
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numSpheres = 0;
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spheres = NULL;
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numPairs = 0;
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pairIndexBuffer = NULL;
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}
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PX_INLINE void PxClothCollisionData::setToDefault()
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{
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*this = PxClothCollisionData();
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}
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PX_INLINE bool PxClothCollisionData::isValid() const
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{
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if((numSpheres && !spheres) || numSpheres > 32) // missing info for specified number of spheres
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return false;
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if(numPairs && !numSpheres) // can only specify pairs, if there are spheres
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return false;
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if ((numPairs && !pairIndexBuffer) || numPairs > 32) // missing index info for specified number of pairs
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return false;
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return true;
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}
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#ifndef PX_DOXYGEN
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} // namespace physx
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#endif
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/** @} */
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#endif
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