genesis-3d_engine/Engine/ExtIncludes/physX3/windows/cloth/PxClothCollisionData.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

138 lines
4.4 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
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// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
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// This code supersedes and replaces all information previously supplied.
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PHYSICS_NX_CLOTH_COLLISION_DATA
#define PX_PHYSICS_NX_CLOTH_COLLISION_DATA
/** \addtogroup cloth
@{
*/
#include "PxPhysX.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief sphere representation used for cloth-capsule collision
Cloth can collide with capsules. Each capsule is represented by \n
a pair of spheres with possibly different radi.
\see PxClothCollisionData
*/
struct PxClothCollisionSphere
{
PxVec3 pos; //!< position of the sphere
PxReal radius; //!< radius of the sphere.
};
/**
\brief plane representation used for cloth-convex collision
Cloth can collide with convexes. Each convex is represented by \n
a mask of the planes that make up the convex.
\see PxClothCollisionData
*/
struct PxClothCollisionPlane
{
PxVec3 normal; //!< The normal to the plane
PxReal distance; //!< The distance from the origin
};
/**
\brief Collision data used for cloth-sphere and cloth-capsule collision
This structure is used to define radius and position of all the collision spheres.
Furthermore, it is possible to build collision capsules between the specified spheres by
providing index pairs pointing into the sphere data array
\note one can reuse the same sphere to create multiple capsules sharing the sphere. \n
However, duplicating the same capsules will hurt the performance as well as the stability of the solver.
*/
class PxClothCollisionData
{
public:
PxU32 numSpheres; //!< total number of spheres, no more than 32
const PxClothCollisionSphere* spheres; //!< sphere data array
PxU32 numPairs; //!< number of capsules, no more than 32
const PxU32* pairIndexBuffer; //!< capsule indices (into the sphere data array)
/**
\brief constructor sets to default.
*/
PX_INLINE PxClothCollisionData();
/**
\brief (re)sets the structure to the default.
*/
PX_INLINE void setToDefault();
/**
\brief Returns true if the descriptor is valid.
\return True if the current settings are valid
*/
PX_INLINE bool isValid() const;
};
PX_INLINE PxClothCollisionData::PxClothCollisionData()
{
numSpheres = 0;
spheres = NULL;
numPairs = 0;
pairIndexBuffer = NULL;
}
PX_INLINE void PxClothCollisionData::setToDefault()
{
*this = PxClothCollisionData();
}
PX_INLINE bool PxClothCollisionData::isValid() const
{
if((numSpheres && !spheres) || numSpheres > 32) // missing info for specified number of spheres
return false;
if(numPairs && !numSpheres) // can only specify pairs, if there are spheres
return false;
if ((numPairs && !pairIndexBuffer) || numPairs > 32) // missing index info for specified number of pairs
return false;
return true;
}
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif